recursal/Fanatic-Fandom huggingface dataset:
Stopper

(Image from Forgotten Weapons)

*Equipment*

The Milkor 37/38mm Less Lethal "Stopper" Single-shot was designed and distributed in 1981 by Milkor (Pty) Ltd as a less-lethal anti-riot weapon along with the Milkor 40mm Single shot Grenade Launcher which was designed as a reduced-cost grenade launcher for the SWAPOL Forces.

The **Milkor Stopper** is a riot gun used for riot control, designed to fire a 37/38mm or 40mm cartridge, which can be a 9mm Buckshot, Rubber ball buckshot, teargas canister, rubber shot cartridge or explosive. The weapon is simple to operate and all metal surfaces are treated with a coating for corrosion protection, plus long-life dry film lubrication. It fires one shot before reloading. It is a conventional single shot, break-open weapon (opening at the breech like an ordinary shotguns (not pump-action)) with a floating firing pin mechanism that ensures safety when accidentally dropped. As a security or assault weapon, it can be fired from the shoulder or like a pistol by hand. The components of the weapon are interchangeable (client dependent), providing a range of applications from Less Lethal 37/38mm to a 40mm Lethal weapon.

*More Information*
Brother Glowe

(Art by houdao920)

*Characters*

**Brother Glowe** was a member of the Children of Atom, and was shot point blank in the head with a shotgun by one of the many raiders who occupy Liberty Island.

Before his untimely and needless death, Brother Glowe traveled with a fellow preacher of Atom named Gatekeeper, an up and coming student.
Lever-action Rifle

(.45 Lever-action Rifle)

*Weapon*

## Details

A lever-action rifle is a repeating rifle or carbine that uses a lever to cycle the action. This "figure-eight" shaped lever, which is typically integral to the trigger guard, cycles the breech bolt rearward in the receiver when rotated downward and forward. As the breech bolt moves rearward, an attached extractor pulls the spent cartridge from the chamber and an extractor propels the empty cartridge either from the top of the receiver or through a port on the side. As this occurs, an unfired cartridge is pushed from a magazine by a spring-loaded follower and presented to the carrier assembly that will then lift the new cartridge up in line with the breech bolt to be chambered when the lever is pulled rearward and upward to lock the action. The rearward motion of the breech bolt cocks the hammer and engages the sear in the trigger, preparing the firearm to fire.

Once fired, the cycle can be repeated as fast as the shooter can cycle the lever until the magazine is emptied. Magazines on lever-action rifles are typically tubular magazines slung under the barrel or sometimes fed through the buttstock, but can be box or integral box magazines mounted directly under the action. Tube magazines can be fed from a loading gate on the side of the receiver, or from the end of the magazine accessed by removing the follower or end cap. Sights on most lever-action rifles tend to be buckhorn or semi-buckhorn, but more accurate aperture sights can also be used. Optics can be mounted on side-eject lever-action rifles directly over the bore-line, but top-eject rifles necessitate off-bore mounting to allow the action to properly eject a spent cartridge without interference from the scope or optic.

## Stats

2d10 piercing, 9lb, .45-70, (*ammunition, range 60/180, slow reload 5-rounds, two-handed*)

## Modifications

[**Barrel**: Long. **Muzzle**: Suppressor. **Receiver**: Hardened. **Sights**: Electronic, Scope, Night Vision]
Handmade Rifle

(7.62mm Handmade Rifle)

*Weapon*

## Details

A well-designed rifle constructed by Wasteland survivors after the Great War, and chambered for the 5.56 round, the handmade rifle fills a similar niche to the assault rifle.

## Stats

4d4 piercing, 12.8lb, 7.62, (*ammunition, range 60/180, reload 10-rounds, two-handed*)

## Modifications

[**Barrel**: Long. **Grip**: Recoil Compensating. **Magazine**: Drum, Large. **Muzzle**: Bayonet, Suppressor. **Receiver**: Automatic, Hardened. **Sights**: Electronic, Scope, Night Vision, Recon]
10mm Pistol

(10mm Combat Pistol)

*Weapon*

## Details

The 10mm combat pistol is a semi-automatic sidearm created before the Great War. While it is a different design from the N99, it can be transformed into something similar. One of the key differences is a slide release lever, automatically locking the slide back when the weapon runs dry.

## Stats

2d6 piercing, 3lb, 10mm, (*ammunition, range 50/150, reload 12-rounds*)

## Modifications

[**Barrel**: Short, **Grip**: Comfort Grip, **Magazine**: Large, **Muzzle**: Silencer, **Receiver**: Automatic, Hardened, **Sights**: Electronic, Recon]
East Coast Brotherhood of Steel

A Brotherhood of Steel Paladin helping a child after the destruction of The Prydwen. (Art by Egor Motygin)

The **Brotherhood of Steel on the East Coast**, also known as the East Coast chapter or Eastern division, is an autonomous chapter of the **Brotherhood of Steel**, originally founded by the reformist **Elder Owyn Lyons** in 2255. This group, self-stylized as the Lyons' Brotherhood of Steel, maintains its headquarters in the **Citadel**, an imposing fortress built beneath the ruins of the **Pentagon** on the edge of what used to be **Washington, D.C**.
Achilles Cabin (14)

The **Achilles Cabin** (14) is the cabin for the children of Achilles, the most famous Greek demigod and hero of all time.

## Claiming and Cabin

When Achilles claims his children a replica of their fathers' shield appears before them.

The cabin itself looks just like any other cabin on the outside. On the inside, it is made to look like a mixture of the Athena cabin and the Ares cabin with the River Styx running the middle with beds on the ground and a statue of their father guarding the Styx.

## Cabin Members

Head Counselor: Nate Heal

Lieutenant Counselor: Phoebe Fowl

Other Members: Xander Lin

## Powers and Traits

1. Childrenof Achilles are well respected around camp and their word carries a lot of weight

2. Children of Achilles are friends with the centaur, Chiron, and his children, as it was he who trained their father.

3. Children of Achilles can bear their father's curse whenever they want to without the sleepy after effects

4. Children of Achilles are arrogant like their father and show disrespect to their opponents

5. Children of Achilles are very observant

6. Children of Achilles have peak human condition

7. Children of Achilles are nearly impossible to beat in battle

8. Children of Achilles are naturally quiet but speak their mind when they do

9. Children of Achilles are generally good looking.

10. Children of Achilles get on well with those from the Athena and Ares Cabins respectively

11. Children of Achilles can warp reality on a minor scale using their father's shield

12. Children of Achilles have enhanced speed, reflexes, stamina, eyesight and endurance

13. Children of Achilles tend to have a boxy muscular figure

14. Children of Achilles are realists

15. Children of Achilles love the color gold
Gold Plating

(Image from https://puregoldplating.co.uk/portfolio-item/golden-guns/)

*Equipment*

Applying the Gold Plating kit modification takes a skilled craftsman, time, and resources. The cost of the resources and labor varies depending on what piece of equipment you apply it onto, for instance: small knives would be faster and cheaper than a piece of torso armor.

The bonus you gain from applying the kit is permanent. Each piece of Gold Plated equipment you have equipped reduces your Dexterity (Stealth) checks by 1, but increases all your Charisma checks by 1. The plating process has also increased the durability of the equipment (*essentially becomes a +1 magic item*).
The Institute

(Art by Ilya Nazarov)

**The Institute** is an advanced scientific organization based in **The Commonwealth**.

It is known and feared for its ability to produce advanced synthetic humans (also known as synths) of high enough quality to pass as true humans.

The secretive nature of the Institute has turned it into somewhat of a boogeyman figure on the surface, and its presence is a major cause of paranoia for the people of the Commonwealth.

## Members

### Directors

* BioScience Director
* Robotics Director
* Advanced Systems Director

#### S.E.E.D. Initiative

The **S**edition **E**nhancement & **E**nrichment **D**evelopment Initiative is a test being done by **The Institute** to see how long they can keep the false illusion of humanity on five of their most advanced generation three synths to date. These synths have been designed to properly age, albeit much slowly and only in appearance, to combat the issues of people identifying their synths by their lack of aging.

These five coursers have been trained from "childhood" to think that they have been rescued from violent raiders after releasing them into the Wasteland for a short time. After The Institute showed up to rescue the five boys, they all became attached to the faction and were all essentially groomed by them to do their bidding. They all received combat training to aid their future endeavors to be sent out and clean up the Wasteland.

A certain individual stole key assets related to the truths, and if these were to leak; the information of aging synths would become widespread information. On the holodisk contains information on Subjects One to Five, everything from their creation up to the last log before the disk was stolen. The Institute saw this as an opportunity to hit two birds with one stone, recover the disk while killing the thief, and seeing how the courser reacts to learning about the truth for themselves, they would be monitored by one of their many **Institute Watchers** after all, and the leak isn't as valuable as the reactionary data they would gain from spying on this key moment.

* Subject One
* Subject Two
* Subject Three
* Subject Four
* Subject Five
.44 Magnum Revolver

(Colt Anaconda .44 Magnum Revolver)

*Weapon*

## Details

The **Colt Anaconda** is a large frame double-action revolver featuring a full length under-barrel ejection-rod lug and six round cylinder, designed and produced by the Colt's Manufacturing Company in 1990. Chambered for the powerful .44 Magnum and .45 Colt centerfire ammunition cartridges, the Anaconda marked the Hartford, Connecticut firm’s first foray into the popular large-bore Magnum pistol market.

## Stats

2d10 piercing, 4.2lb, .44, (*ammunition, range 40/120, slow reload 6-rounds*)

## Modifications

[**Barrel**: Short, **Grip**: Comfort Grip, **Receiver**: Hardened, **Sights**: Electronic, Scope, Recon]
Nuka-Cola

(Art by Fabio Alencar)

### Type

Nuka-Cola, Diet Nuka-Cola, Nuka-Cherry, Nuka-Cola Cranberry, Nuka-Cola Dark, Nuka-Grape, Nuka-Cola Orange, Nuka-Cola Quantum, Nuka-Cola Quartz, Nuka-Cola Victory, Nuka-Cola Wild

**Nuka-Cola** is the flagship product of the Nuka-Cola Corporation and one of the symbols of United States culture. Introduced in 2044, it rapidly dominated the soft drink market, eventually becoming the most popular soda on the market and a staple of American culture.

Bottled and distributed nationwide, Nuka-Cola was available in such numbers that even two centuries after the Great War put a stop to all bottling operations, Nuka-Cola bottles can still be found in the wastelands in large quantities.

In the aftermath of the Great War, Nuka-Cola **bottle caps** became the de facto currency in most post-War societies
Church of the Children of Atom

(Art by houdao920)

The **Church of the Children of Atom** (often shortened to the Children of Atom, derisively referred to as rad eaters by certain residents of Far Harbor) is a religious cult built around the worship of radiation and nuclear annihilation as vehicles of creation and life.

## Members

### New York

* High Confessor Simulacrum
* Raoul Duke
Subject Five

(Photo from https://www.nexusmods.com/fallout4/mods/762)

*Characters*

**Subject Five** (also known as Portent) is an advanced Generation 3 synth created by **The Institute**.

He and his four other brothers, named Subject One to Four, are all part of a unique experiment being conducted by The Institute called the **S.E.E.D. Initiative**.

## Biography

### Background

Your characters past and how they began their journey or how they joined the party.

## Character Information

### Notable Items

Your special equipment such as "magic" items, weapons, and armor.

### Items

Your regular items, such as your caps and mundane things like rope and rations.

### Abilities

#### Racial Abilities

Bonuses or other features your race bestows on you.

#### Class Abilities

The abilities bestowed upon you by your class.

##### Class Features

The features bestowed upon you by your class.

#### Feats

Additional feats you may have opted to take or have gained on your journey.

#### Additional Features

Abilities bestowed upon you by "magic" items.
Shale Hawthorne

(Art by Ducos Guillaume)

**Shale Hawthorne** is a super mutant who seems to be wearing a mish-mash of different affiliations of faction armor. He leads the **Ork Empire**. He, willingly or not, created the faction known as the **Creechers**. His exact location is hard to pin down, as he seems to always be moving from place to place; never staying in one location for very long.

Shale much like **Lieutenant** was created by the **Master**, but unlike Lou who became the Master's right hand man, Shale had other ambitions and was able to reason and walk away from his group peacefully but becoming banished and branded in the process, taking on a painfully large symbol burnt onto his chest, a symbol used by the Master to mark failures; a large realistic eye crossed out entirely with an X mark.

After leaving and roaming the wastes for many years, Shale used his newfound mutant strength and intact human charisma and reasoning to start gathering people of all backgrounds and origins into his rank, slowly forming an army of his own. He took in raiders, slavers, settlers, former members of militant factions such as the Brotherhood of Steel and Enclave, the NCR and Legion, they all became persuaded either through charm or intimidation to follow his cause. He took the Master's idea of Unity and converted it from genetic to memetic, instead of forming the strongest biological creature; he would create the worlds strongest ideological group, instead of combining the cat and dog to make something new, he would unite the two and make them allies, not an amalgamation but coexistence

His long march from Mariposa all the way in the West to New York all the way in the East; he amassed a massive following of not only soldiers, but builders, doctors, people that could make changes to the world and also defend them from invasion. Taking his people he settled in New York, picking the lush and overgrown Central Park as the groups central base and finally deciding on the factions name - the **Ork Empire**.
Paul Blake

The owner of Blake’s General Store located in **Mart Town**, Paul is a well-meaning but timid man in his mid-forties.

Though he doesn’t feel good about it, he has become the spokesman for the citizens in favor of conceding to the Wasteland Queens’ demands.

As Paul and his followers see it, the regrettable truth is that George’s life would guarantee the safety of the rest of the town. And besides, it’s not like Eartha intends to kill the boy...
Ork Empire

(Art from http://the-knowledge.org/en-gb/post-apocalyptic-art/)

The Super Mutants have fortified Central Park, and have a strong presence throughout New York.

### Location

New York

The **Ork Empire** is a large and powerful group of **Super Mutants** led by **Shale Hawthorne**. They control the majority of **New York** and work in tandem with a few **Raider** groups.

Their central base of operation are the overgrown and surprisingly lush **Central Park**, which acts as a natural defense against those who attempt to fight back.
Omnia Project Wiki

**The World of Omnia**

Welcome to Keycraft, a roleplay fantasy server custom created by our wonderful Dungeon Master team! Everything Keycraft & Omnia related can be found here, and we’re beyond glad to have you join us on this adventure!

All Keycraft roleplay takes place in the world of Omnia, on our Minecraft server. We support multiple versions. Our IP is “**KeyCraft.mcserver.us**”, and for Bedrock users, “**158.69.8.30**” with the port “**19132**”.

Keycraft has an official Discord for all players found here: Discord Server

## What is Omnia?

Omnia is the world in which all Keycraft roleplay takes place. Within Omnia are the two twin island continents, Minnaar and Verloren, separated by a narrow sea called the Rift. This land is filled with battles, fantastical races, custom cultures, and mysteries for players to uncover.

The current year is 999 P.E. or “Post Emergence”. The Emergence was a world changing event, when the Titan-Goddess Shesha rose up from the depths of the oceans, wreaking havoc on the land and taking residence in the seas surrounding Minnaar and Verloren.

Due to Shesha’s Emergence, the islands have been isolated from the rest of the world for centuries, as the Leviathan has infested the surrounding waters with monsters, preventing ships from leaving or entering the region. Now the inhabitants of the islands refer to the accessible lands as their known world, or just “Omnia”.

Omnia is filled with a wide variety of races to choose from, locations to explore and roleplay in, and much more. Cast magic spells, create dubious alchemical potions, fight in glorious combat, and most importantly, meet many people along the way!

When you first arrive within Omnia, you will go through a tutorial on how things work before entering the wider world. To start off your journey, you will begin in New Ivyport- a coastal city that is considered the melting pot of all the races, religions, and cultures Omnia has to offer. From there the wilderness and other settlements call, with adventures and adversities alike for all who answer.

**Make sure you join the Keycraft Discord!**

## Navigation

**Server Guides**

* Rules & Guidelines
* Non-Player Characters
* Questing
* Player Etiquette
* Homesteading
* A.R.C. Guide

**Character Creation**

* New Players Guide
* Skills
* Race Overview
* Geography
* Religion

**Magic & Science**

* Silver
* Sorcery
* Alchemy
* Striga
* Bestiary

**Nobility & Guilds**

* Nobility Guide
* Noble Families
* Noble Estates
* NPC Guilds

**Culture**

* Folklore
* Omnian Cookbook
* The Fool's Cup Game
Contender

(Image from https://en.wikipedia.org/wiki/Thompson/Center\_Contender)

*Weapon*

## Details

The Thompson/Center **Contender** is a break-action single-shot pistol or rifle that was introduced in 1967 by **Thompson/Center Arms**.

It can be chambered in cartridges from .22 Long Rifle to .45-70 Government, and is highly modifiable; being able to take many different kinds of weapon modifications while also being somewhat easy to maintain in good condition.

*More Information*

## Stats

varied piercing damage, 2lb, barrel changes ammo caliber, (*ammunition, range 100/300, loading*)

## Modifications

[**Barrel**: Long. **Muzzle**: Bayonet, Suppressor. **Receiver**: Automatic, Caliber Downgrade .38, Caliber Upgrade .308, Hardened. **Sights**: Electronic, Scope, Night Vision, Recon]
Lone Wanderer

(Art by Aleksandar Ignatov)

**James**, more commonly known as the titular **Lone Wanderer** is a human man who become known as a great hero by joining the **East Coast Brotherhood of Steel** and defeating the **Enclave** in the **Capital Wasteland**, activating his fathers water purifier at the **Jefferson Memorial** to spread **Aqua Pura** throughout the Wasteland.
Rehrt

Rehrt in his "prime" during the height of his rampage.

**Rehrt** is an intelligent deathclaw from the nomadic tribe known as the **Green Crooks**, who killed one of his own family and began fleeing to evade punishment from his elders.

After Rehrt was captured, he was made to carry the burden and walk along the convoy as a pack mule. During **Degen**'s trial, he was put in unarmed combat with the young second generation of intelligent deathclaw, and lost both of his hands in the fight. Degen opting to spare the life of Rehrt, not wanting the death on his conscience.
Terry Template

(Art by https://www.patrickbrownart.com/)

*Characters*

Quick character summary.

## Biography

### Background

Your characters past and how they began their journey or how they joined the party.

## Character Information

### Notable Items

Your special equipment such as "magic" items, weapons, and armor.

### Items

Your regular items, such as your caps and mundane things like rope and rations.

### Abilities

#### Racial Abilities

Bonuses or other features your race bestows on you.

#### Class Abilities

The abilities bestowed upon you by your class.

##### Class Features

The features bestowed upon you by your class.

#### Feats

Additional feats you may have opted to take or have gained on your journey.

#### Additional Features

Abilities bestowed upon you by "magic" items.
Marianne Marshall

The mayor is a loud and lively woman approaching middle-age. She is extremely proud of **Mart Town** and its citizens. The settlement is the second greatest love of her life, the first being her son George.

Marianne gave birth to George when she was very young and hasn’t seen his father since before the baby was born. Raising George as a young single mother in the hostile wasteland turned her into the confident, hardened, and inspiring individual she is today.

Marianne would do almost anything to protect Mart Town, short of sacrificing the town’s people. The fact that the Wasteland Queens are demanding she turn over her own son makes the town’s current dilemma especially hard on her.
OctoCamo

(Photo from https://twitter.com/NexusSites/status/963638992481775616)

*Equipment*

**OctoCamo** was a form of smart camouflage that could, within moments of coming into contact with almost any surface, replicate both its pattern and texture.

It applied thermal technology to regulate the temperature of the disguised subject to better blend with the surrounding environment and to evade thermal imaging.

Multiple surfaces could be mimicked at the same time, and preset camouflage patterns stored for later use. It was inspired by the mimicking abilities of the octopus, hence its name.
Raiders

Some people consider Caesar's Legion to be nothing more than just better organized raiders. (Art by Ducos Guillaume)

**Raiders**, sometimes referred to as **bandits**, are any group of wastelanders who pillage, plunder, murder, or otherwise ruin the day of anyone unfortunate enough to cross their path. Raiders tend to organize into loose confederations of gangs in the post-apocalyptic wasteland and are a constant problem. They typically prey upon lone travelers and small towns, leaving larger groups and more populous settlements alone, though in great enough numbers they can pose a major threat to the security of a region.

Raider groups can be found nearly everywhere in the wasteland. Most are short-lived and loosely-organized gangs barely scraping out a living, typically without any real driving purpose beyond basic survival or psychotic thrills. Some, however, such as the Khans and the 80s, last long enough to form tribal connections and a unique culture based on raiding.

## Groups

### New York

#### **The Slavs**

The **Slavs** are a large group of raiders located all over **New York**. Their goal is simple, capture and enslave anyone who isn't strong enough to defend themselves and sell them off to the highest bidder. They are led by a deranged and dangerous woman who only goes by her nickname, **One-Armed Bandit**.

* One-Armed Bandit

#### **The Highwaymen**

The **Highwaymen** are a small but deadly group of hardened men and woman who are well known for robbing even the most secure convoys. They have a reputation for keeping true to their word, they want your money; not your life. They are led by the man known as **Grimm Reap**.

* Grimm Reap
* Don Thunderstruck

#### **The Wasteland Queens**

***Source***

The **Wasteland Queens** are a gang of primarily female-identifying raiders, led by a super mutant who calls herself **Eartha Kill**. Their headquarters are in **Burlow’s Hardware Megastore**, and they have been plaguing the nearby settlement of **Mart Town**.

* Eartha Kill
* Lilly Laroche
* James Morris
* 19 Wasteland Queen Raiders
* 4 Trained Attack Dogs

#### **Free Dumb**

The Free Dumb group is a strong and secure band of raiders who went through the trouble of defacing the Statue of Liberty, as well as setting up a base on Liberty Island.
Combat Rifle

(.45 Combat Rifle)

*Weapon*

## Details

The combat rifle is capable of filling various roles depending on its configuration, such as a close-quarters automatic or a precision sniper. It is also chambered for .45 rounds, one of the more abundant chambers of ammunition.

## Stats

2d8 piercing, 11.1lb, .45, (*ammunition, range 60/180, reload 20-rounds, two-handed*)

## Modifications

[**Barrel**: Long. **Grip**: Recoil Compensating. **Magazine**: Drum, Large. **Muzzle**: Bayonet, Suppressor. **Receiver**: Automatic, Caliber Downgrade .38, Caliber Upgrade .308, Hardened. **Sights**: Electronic, Scope, Night Vision, Recon]
Nicolai Pascari

Nicolai Getting Accident In The Car

> Just make up your damn mind!
>
> -Nicolai Pascari's Catchprhase.

**Nicolai Pascari** is the professional member of Zaytsevia gang that's created by Felix's son Vladimir Zaytsev. He is known for being the Most Wanted criminal in Moldova.

## Background:

Nicolai Pascari was born in the Comrat, Gagauzia, Moldovan SFSR in November 14, 1985 to Gagauzian Orthodox parents and he served in the Romania Army from 2007 to 2009. Pascari followed in his father's footsteps within entering the life of crime itself. While in Comrat, Pascari befriended Grigory Makarov during the army, and the both two were involved in such criminal activities during early 2010's. In October 16 2011, they were caught delivering PCP and Cocaine to Russian Mafia in near the Romania-Ukraine border. Pascari exploited a loophole in a United States immigration treaty to move to New York City along his family during the mid-late 2010's, despite his criminal past in Moldova and Ukraine. He attempted to enter the United States using a Bulgarian Password, and he began working as one of Vladimir Zaytsev's bodyguards and VIP escort car driver in the mid-late 2019's. He intends to smuggle weapons to Russia, kidnap affluent individuals and their relatives, support the Transnistria army, and so forth.
Uczestnicy

Poniżej znajduje się lista wszystkich graczy, którzy dołączyli do serwera i są jego **Mieszkańcami** lub **Gośćmi**.

**Czytając pamiętaj, że wydarzenia na serwerze są fabułą oddzielną od rzeczywistości. Wszelkie kłótni i spory na SMP nie oznaczają, że w rzeczywistości gracze są skłóceni.**

1. **Shakkael/Szakal** *(Shakkael)* - pomysłodawca, fundator i założyciel serwera oraz tej wiki. Zebrał pierwszych graczy: Eether i Murzal43 i pierwszego dnia zbudował z nimi Ratusz. To on nazwał miasto - i zarazem cały serwer - SiMP City. Stworzył pierwsze trzy łóżka, od których barw powstała flaga SiMP City. Barwa Shakkaela na fladze to czarny.
2. **Eether/Ewa** *(Eether92)* - współzałożycielka serwera. Jedna z głównych postaci w historii SiMP City. Należy do pierwszej trójki współzałożycieli. Jest pośrednią przyczyną nazwania serwera SiMP City, można się domyśleć dlaczego. Jej barwą na fladze jest niebieski.
3. **Murzal/Bartek** *(Murzal43)* - fundator i współzałożyciel serwera. Należy do pierwszej trójki współzałożycieli SiMP City. Jego żartobliwe teksty i "wyznawanie" bóstwa w postaci Eether skojarzyły się Shakkaelowi z simpowaniem, co jest bezpośrednią przyczyną powstania nazwy serwera. Czerwony jest jego barwą na fladze.
4. **Chrzana/Paulina** *(Chrzana)* - pierwsza Mieszkanka SiMP City, która dołączyła do trójki założycieli. Najpierw założyła muzeum, a później zamieszkała na położonej niedaleko wyspie.
5. **Don/Filip** *(Don534)* - drugi Mieszkaniec SiMP City, który został zaproszony do SiMP City. Swoje pierwsze mieszkanie zbudował w pobliżu ratusza, po drugiej stronie rzeki.
6. **Ackerhardt**- przyjaciółka założycieli. Fanatyczka statków. Zamieszkuje okolice plaży, gdzie zamierza wybudować swoje jachty wojenne...
7. **Poziomka** *(Poziomaa)* - została zaproszona do SiMP City przez Chrzanę. Obecnie mieszka razem z nią na wyspie. Notka: pozytywnie walnięta i hoduje poziomki. Notka 2: Sprawdzić, czy to faktycznie poziomki...
8. **Maniszek** - została zaproszona przez Chrzanę i Poziomkę. Obecnie mieszkają razem we trójkę na wyspie.
9. **Ditor** - brat Pauliny. Obecnie jego miejsce zamieszkania jest nieznane.
10. **Alishee/Oliwia** - koleżanka Wioli. Zamieszkuje ona tereny niedaleko wygładzonego terenu za domem Murzala.
The Mother Load

(Image from https://www.proxibid.com/Firearms-Military-Artifacts/Firearms/Engraved-Century-Mfg-Co-Model-500-quot-The-Mother-Load-quot-Revolver/lotInformation/51100394)

### Effects

.50-70 Government

*Equipment*

"**The Mother Load**" is a .50-70 revolver created by **Century Manufacturing**.

These revolvers are massive, weighing 6 pounds with no ammunition loaded into it.

The design is a Single Action Army Colt scaled up, and was made with a bronze frame, and with a cross bolt safety added.

*More Information*
SiMP City SMP Wiki

**Witamy na SiMP City SMP Wiki!**
Na tej wiki zostanie zebrana cała wiedza, kanon z powstającego SMP o nazwie SiMP City SMP

Jesteśmy społecznością, którą każdy, wliczając w to ciebie, może tworzyć i rozwijać. Wiki takie jak ta zależą od zaangażowania czytelników oraz dodawania treści. Kliknij na przycisk „DODAJ NOWĄ STRONĘ” lub „EDYTUJ” by rozpocząć!

## Ważne artykuły

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Rules of This Wiki

Before and during the process of adding to this Wiki or simply reading through, it is expected of you to follow the below terms in order to keep this a fun, respectful and safe space for everyone. This group and this site is for enjoyment. Failing to abide to these terms will grant a strike.

### Expectations

1. ***Keep it civil within comments and discussions.*** Do not make personal attacks on other people or characters. Healthy arguments are of course allowed, do so without attacking fellow writers as a person. Do not use bigoted language or slurs in any means, against them or not.
2. ***Be a productive member of the wiki.*** This means contributing and adding as much as you like. You are more than welcome to edit any pages outside of your characters such as the houses or history, though only do this with the intention to help rather than erasing the entirety of someone else's work to replace it with your own. You may edit small changes to someone's work or politely offer corrections in the comments.
3. ***Do not harass other users.*** If somebody asks you to stop posting certain content on their character page, respect their wishes. It is their page. Again, this also reflects back to the usage of bigoted or inappropriate language or slurs of any form. There is zero tolerance for this type of speech. Additionally, please try to be mindful of possible triggers or sensitive content when writing.
4. ***Do follow community guidelines for formatting.*** When a community has established formatting, it’s important to at least try to adhere to that, especially when spoiler content is involved and some members may have not yet seen or seen all of Game of Thrones. Templates and formats have been created to aid you in completing character pages. Of course it is not restricted or mandatory to use said templates, but for the sake of the Wiki's layout, it is very much appreciated if you do happen to use these formats. Still, do not be afraid to get creative.
Energy Assault Wiki

**Welcome to the Energy Assault Wiki!**
NOTE: This page will be locked soon!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
The Nomani

## Cultural Overview

Hailing from the vast mesas of Minnaar, the Nomani are known for living peacefully alongside the Dwarven miners of the surrounding areas. They are the trade rulers of Minnaar, their caravans and bazaars being found in and around nearly every settlement. Known for their flowing garments and bright colors, it is not difficult to spot one of these people from a distance. The Nomani are known to be hardy folk with an uncanny ability to adapt to various lifestyles. This is often attributed to their typically nomadic culture and openness to other ways of living.

It’s not rare to see settled Nomani households acting as central figures to small communities with many Nomani households hosting their traveling kin for a very welcomed home cooked meal when they stop by. A saving grace after weeks on the road. Originating from a harsh desert climate, Nomani hospitality is often the warmest around. Trade from traveling Nomani merchants is a welcome addition to any local market. In particular, many local women flock to Nomani stalls to get their hands on the latest trends of fashion and beauty at competitive prices.

The Nomani typically have names similar to real world Arabic, Hindi, or Indian cultures. Character names do not need to adhere to these cultures but it is recommended.

## Physical & Cultural Attributes

It is typical of them to have sun-kissed or even quite dark skin due to their constant exposure to the Omnian sun, although most people aim to counteract the burns by covering their faces with silks and headdresses. The Nomani are not much different than typical humans, aside from their choices of clothing and lifestyle. They are typically the same height and build as the average human, and they are just as physically capable.

The Nomani also partake in ceremonial henna tattoos across their bodies, most often found on the hands of women. These henna tattoos are temporary, and are often edited to fit the theme of any ongoing festivals, holidays, or ceremonial events. Men often get these tattoos also, and all Nomani people use them to decorate their body just as casually as they would with jewellery.

Feminine identifying Nomani persons may choose to wear facial coverings through out their entire lives or once they are married, this is a personal and  individual choice. Though completely optional, a large amount of tradition can be seen in these headdresses as mothers often pass down their head scarves, accessories and particular wearing styles to descendants. These coverings are usually made of silk or other light breathable materials. Common dressing styles have these head scarves covering the hair in its entirety and could cover the face as well. Some individuals choose to cover more than others, and some choose not to wear them at all.
A.R.C. Architect Request Commission

The **A.R.C. Guide** helps Players to create temporary, small-scale changes to existing areas in Omnia. This can be for IC Events, personal Character plots, etc, so long as it effects the community. Public spaces like parks, streets, fields, waters, and caves can be customised, and buildings like taverns, sewers, lodges can be altered and redecorated.

This labour comes at a cost. Factors like size and amount of changes, Noble Prestige, Guild Rank, and Staff man-power needed all play a role in how much gold you owe to the Region/City the Event is held in. This means active groups, Guilds, and Nobility will have more leverage and bargaining power in creating these changes.

*\*All gold paid to a state will go toward in-game upgrades to that region itself. This may include new updates and facilities.*

All Requests must meet these standards:

* Lore compliant.
* Physically achievable by reasonable means.
* Event details are finalised.
* Request is made at least 10 days before the event. (Large and Extensive changes may need more time for completion)

Players must make a Request through a KeyCraft Discord Ticket, and work with KeyCraft’s Build and Scribe Team to create a custom space for their Event. Please note that Requests are not final and may need to be adjusted to meet the above standards. In this case, the created Ticket will be used to collaborate on your Request.

Payment must be paid between the Request being finalised and the Event date. If any changes have started and the Event is cancelled, you will be required to pay a partial amount to the region.

This is the Ticket Format to post in your KeyCraft Ticket to make a Request:

* **Character name(s):**
* **Affiliation(s):** (Guild, group, nobility)
* **Event:** (Link to event in #player-announcements, or event run-down including dates and times.)
* **Build site:** (Building, or coordinates and area)
* **Requested build:** (Details on additions to area, theming, purpose, specific symbols or colours, items in the area. You may include reference images or ~vibe~ images.)

Please feel free to voice any questions in your initial request.
Fallout: The Horizon Ahead Wiki

> ***War.*** ***War never changes.** The Romans waged war to gather slaves and wealth. Spain built an empire from its lust for gold and territory. Hitler shaped a battered Germany into an economic superpower. But war never changes.*
>
>

This is a private, non-profit wiki for the custom campaign "**Fallout: The Horizon Ahead**" which takes place in the Fallout universe. If you see something you want taken off the Wiki such as some art, please contact **DDSN**.

The ruleset we are using are a modified **D&D 5e** called **Fifth Edition Fallout**. You can be read the **PDF here**.

## Articles & Links

* **Story** (*the plot and timeline*)
* **World** (*locations and maps*)
* **Characters** (*player and non-player characters*)
* **Factions** (*the various groups that either co-exist or fight with one another*)
* **Items** (*consumables such as Stimpaks and Nuka-Cola*)
* **Equipment** (*information about the equipment used in-game*)
* **Weapon** (*weapon stats*)
* **Armor** (*armor stats*)
* **Rules** (*changes made by the 5e Fallout system*)
* **Character Creation** (*all the resources you need to make a new player character*)
* **Resources** (*music playlists, graphic assets, etc.)*
* **WIP** (*ideas still being worked on*)
Nonplayable Characters (NPCs)

## What Are NPC's?

NPC's or "Non Player Characters" are characters created by the Dungeon Team to be used as guides, shopkeepers, or quests! NPCs come in a variety of types and include multiple uses in order to make your experience as a player better.

Currently KeyCraft utilizes a handful of different NPC types, Guides, Shopkeepers, and Quest-Starters. These are differentiated by the color of their names, and are as follows:

* Purple - Vendor NPC
* Blue - Transportation NPC
* Yellow - Chat NPC
* Green - One-time quest giver NPC
* Orange - Daily quest giver NPC
* Pink - Weekly quest giver NPC
* White - Non-starter quest NPC

Right-Clicking these NPC's may give you unique dialogue with them.

Some NPC's may even have dialogue that only shows up when you walk past them!

## What do NPC's do?

NPC's are incredibly useful to making the KeyCraft experience fun even when none of your friends are on. All NPC's have a different purpose, so it is important to try and talk to every one you see!

The Quest Starting NPC's come with varied name colors, when Right-Clicked they will offer you a Quest that you can complete at any time, at any pace! Some Quests may include needing to fight, so come prepared!

Some NPC's may have a Dark Purple Name, which means they are Shopkeepers! Different shopkeeps offer different things, but it's worth having a look! These Shopkeepers will sell you items for money, which can be earned by completing quests or selling items to other players.

NPC's that have Yellow Names are considered to be Guide NPC's, Right-Clicking them will cause them to speak to you, and some may offer useful information on how our plugins work, or even Lore!

## Other Uses for NPC's

Some NPC's may be a part of the environment. These include animals, statues, or even enemies that may try to attack you if you come to close!

In order to create a truly immersive and engaging environment for the playerbase we have scattered plenty of NPC's throughout the entire world for you to enjoy, keep an eye out!

*If you notice any glitches or issues with an NPC please report it to the Dungeon Team. Sometimes things break and it is important to us that we fix these problems as soon as possible in order to keep the experience enjoyable for you all.*
Anchorage Winterization

(Image from https://www.youtube.com/watch?v=wM56etuQW7k)

*Equipment*

The **Anchorage Winterization** kit modification is a Prewar enhancement given to the American military stationed at Anchorage.

This hydro dipping kit only requires water (*quality of water does not matter but you may be irradiated or diseased during the application if you use dirty water*), but you are able to via a successful skill checks apply a permanent enchantment on one large or two small pieces of equipment per kit (*DM's discretion*).

The bonus you gain from applying the kit is permanent. You gain a military spec winter themed camo on the armor or weapon you apply it onto, it becomes water resistant and overall much sturdier resulting in longer use before needing repairs and jamming less often (*essentially becomes a +1 magic item*). You also gain a +1 to Dexterity (Stealth) checks for each piece of Winterized equipment you have equipped in snowy environments.
Duck

Duck is a Great-Western pannier tank who works on the North Western Railway

## Personality

Duck is cheerful, busy, mature and tends to bustle about. He is very proud of his noble Great Western heritage, often claiming that "there are two ways of doing things: the Great Western way, or the wrong way", occasionally to the annoyance of other engines. He strongly admires City of Truro and enjoyed talking "Great Western" with him when he visited the North Western Railway. He is also shown to be kind to others, but the one engine he finds the most difficult to be kind to is Devious Diesel, especially after Diesel spread rumours about him giving nicknames to the bigger engines.

Duck is often welcoming of newcomers, even most diesels as long as they are not rude. He will often support the underdog, stick up for his friends and help others see the error of their ways. However, occasionally he does have the "Tank Engine sense" of teasing the bigger engines such as Gordon. Duck is also known to have a rivalry with James, but he has earned the respect of the bigger engines and has firm friendships with Edward, Percy, Oliver, Toad, BoCo and the Scottish twins.

## Basis

Duck is based on a Great Western Railway 57xx Class 0-6-0 pannier tank engine with added sand boxes. Duck's Great Western number, 5741, was that of a real 57xx, one of the first fifty 57xx Class (Nos. 5700-5749) built by the North British Locomotive Co. on 31st March, 1929 and scrapped at Swindon on 31st May, 1958. However, according to Sodor: Reading Between the Lines, "...through this might not, in fact, be the number with which he was allocated when built...". 863 of these engines were built by various manufacturers over a twenty-one year period, making it the most produced class of British tank engine. Sixteen of these engines survive in preservation. However in *Percy the Small Engine* and *The Eight Famous Engines*, Duck was incorrectly illustrated as a Great Western Railway 64xx Class 0-6-0 pannier tank engine. On top of that, none of the 57xx's were autofitted to work with autocoaches.

## Livery

Duck is painted in the North Western Railway's livery of unlined apple green with a green safety valve cover and black wheels. His number (8) is painted on the sides of his cab in yellow, upon a black background with a yellow border.
James

**James** is a mixed-traffic tender engine who worked on the North Western Railway

## Personality

James is very proud of his splendid red paintwork. He dislikes pulling trucks and believes that he should only pull coaches. He thinks himself superior to the others and can be shallow, boastful, overconfident, naughty, and vain. However, on a number of occasions, he has found himself in need of help from those whom he has insulted and is, in the end, apologetic.

## Basis

James is based on the L&YR Class 28, a class of 0-6-0 mixed-traffic tender locomotive designed by George Hughes for the Lancashire and Yorkshire Railway and built by Horwich Works between 1909 and 1912. It was a rebuild of Aspinall's Class 27, with the addition of a Belpaire firebox, a Schmidt/"twin-plug" superheater, and the extension of the footplate and front sandboxes.

## Livery

James is painted in the North Western Railway's red livery with black lining and gold boiler bands. His dome is brass, and his number is painted on the sides of his tender in yellow with black lining.