recursal/Fanatic-Fandom huggingface dataset:
Battle Skylands Wikia

## **Witaj na polskiej stronie Battle Skylands!**

Battle Skylands to pełna przeciwieństw polska gra typu action-RTS na systemy iOS i Android. Wcielasz się we władcę podniebnego miasta, aby toczyć piekielne walki. Budujesz miasta, szkolisz wojska, bronisz latających wysp i dziwisz się jak Twoi szanujący życie Wojownicy zabijają bez opamiętania. Graj i bujaj w obłokach, walcz w dalekich chmurach!
STRONA W PRZYGOTOWANIU!

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Pummi

**Pummi** is a witch born on Halloween. Her exact age is unknown, but every year she leaves to pay a visit to the human world.

## Bio

### Appearance

Pummi has medium-length orange hair pulled up into choppy pigtails with the loose bit at the bottom of her head lime colored. Her forelocks have tiny curls and loosely frame her face, while her thick puffy bangs flare slightly outward. She has a pumpkin clip on each side of the head with alternate expressions, and she wears a pumpkin lid for a hat. Her soft gold eyes have a single lash and she has a candy tattoo on her left cheek. She also has a pair of wings, one orange, the other black, and a noticeable fanged tooth.

Normally, she wears an orange bikini top and white pumpkin pants with a print of dots in orange and green, and pumpkin. Along with a green choker, alternate colored orange and black ribbon on her ankles, and white gloves.

When in disguise or with humans, she wears a grey cardigan with a white skirt, pastel orange socks, and white shoes.

### Personality

Pummi is hyper-playful and easily exciteable; probably because she eats tons of candy. She's kind and loves showering others with candy, but at the same time she is also cheeky and naughty- she loves playing pranks, so older witch see her as being rude and troublesome, while younger people see her as being fun, if a bit annoying depending on the person. She's easy to please because of her childish mentality.

As one of Halloween, Pummi has a soft spot for ghost stories and likes to scare others. She especially loves exploring the human world during Halloween, but despite her slight lack of concern for others in regards to her pranks, she is shown comforting those who are scared and will show them how fun Halloween is.

## Witch

Pummi is an average witch overall, but in October her magic is shown to gain a boost. Her crystall ball is orange and in the shape of wrapped candy, and her magic is orange and black. Her spells have a tendency to backfire on her due to being somewhat clumsy, and it's not uncommon for her to make bad situations even worse, accidentally.

Her yousei is Lolo, a pale orange fairy with hair worn in odango with a few loose curls, and she wears a hat like Pummi. She is pretty clumsy and troublesome but well-meaning.

## Family

**Haato**: The eldest of the four sisters, representing Valentines Day. She is responsible and mature, but her passionate personality makes her fairly emotional. She has a tendency to sugar-coat things and can be a little spoiled at times, but she is naturally kind and sweet. Pummi likes teasing her but she admires her as well.

**Eas**: The second oldest, representing Easter. A pure-minded and innocent type whose airy and easy-going nature makes her good with children and older people. Pummi is protective towards her, even though she's younger than her.

**Caris**:shares the title of the youngest sister with Pummi, being born in the same year and representing Christmas. She is a bit cold in nature towards those she doesn't know at first, but has a very big and warm heart reserved for those she does. She is stern with others, especially Pummi, showing a tsundere-ish side.
Osiągnięcia:Sojusz

**SOJUSZ ZAWARTY**

*Jeśli Twoje miasto jest już na tyle rozbudowane, że masz możliwość budowy Wieży Sojuszu to dopiero teraz zaczyna sie prawdziwa walka! Dołącz do Sojuszu i broń swojego miasta ze wsparciem innych, ale nie zapominaj o pomocy w walce. Pamiętaj, że niektórzy sojusznicy wciąż czekają na pomoc w obronie wyspy...*
Battle:Wojownicy

Oto Twoje Wojsko. Każda jednostka posiada unikatowe cechy niezbędne w walce przeciw wrogom. Rozwijaj swoje jednostki w Zbrojowni, aby walczyły jeszcze bardziej skutecznie i broniły Twojej wyspy do ostatnich sił! Pamiętaj, że możesz je ocalić z walki lub całkowicie odrodzić u Medyka.

 Amazonka
 Bomberman
 Tarana
 Mechanik
 Goliat
 Młocarz
 Lotnik
Focus

The character has difficulties using this ability in conjunction with other Powers. While Focusing on the Power, the character cannot enter Martial Art stances, and their Agility is halved for as long as they Focus on the Power.

* For taking this Limitation, the Power's Actual Point Cost is reduced by 1 per 5 Total Active Points if they only have to Focus to activate the Power.
* If the character must continue Focusing on the Power for a Maintained duration, the cost reduction is doubled.
* If the character has 2 Powers with the Focus limitation, they cannot Focus on both Powers at the same time.
* If the Power has a Persistent Duration, the character only needs to focus on the Power while they're using it, not for the whole duration of the Power.
Persuasion

Persuasion is a character's ability to convince others of their point of view or complete tasks for them.

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

If a character makes a request of someone that they might not be willing to do, the Game Master can force the player to make a Persuasion check. How willing the target is to do a task for the character is dependent upon how not just on well they like the character, but upon the complexity of the task and how much that will inconvenience the character. Aside from Advantages or Disadvantages granted by the target's attitude, characters will receive additional bonuses or penalties based on the circumstances in which they request a task of their target.

 Reasonable Task
 Moderate Task
 Unreasonable Task
 Difficult Task
 Impossible Task

Advantage/Disadvantage Chart

 The request is mutually beneficial to the target.
 The request agrees with the target's personality or Complications
 The character includes a sufficient bribe with the request.
 The request inconveniences the character in their current activities.
 The request obviously endangers the target physically, mentally, or socially.
 The request disagrees with the target's personality or Complications.
 The target sees no compelling reason to complete the task.

Persuasion isn't a form of mind control with guaranteed results; characters can choose not to follow through with the task if it turns out to conflict with their personality, if they think they are being tricked, or if something distracts them or convinces them not to follow through with the request. Persuasion is also no replacement for Charming or Intimidating people; characters can be compelled to do something for someone even if they don't particularly like or fear the person making the request.
Rapid Fire

Rapid Fire lets the power activate multiple times in 1 turn.

* Cost: 1 Total Active Point per 3 Base Points per extra use
* Details: For 1 TAP per 3 Base Points per additional use, the character can activate the Power multiple times a turn. Every use costs Stamina or consumes Charges at its normal rate, and attacks are subject to the same defenses, but the Power otherwise functions as normal. Every attack after the first suffers a -2 penalty to the Accuracy check.
	+ For Example: Aran has a Rapid Fire Blast and uses it to fire 3 attacks at a target. The Power is based on a 20 Total Active Points, so he pays 2 Stamina per shot for a total of 6 Stamina damage to himself upon activating the Blast. He rolls 3 Accuracy checks versus his target's Dodge; the first occurs at full Accuracy and hits, the second suffers a -2 to hit and misses, and the third takes a -4 penalty to Accuracy but hits thanks to a high roll.
Osiągnięcia:Wyznawca

**WYZNAWCA ZŁA**

*Dobrze rozbudowane miasto posiada na jednej z wysp Ołtarz. To w nim Twój przeciwnik tworzy magiczne Czary... Zniszcz jak najwiecej Ołtarzy i stań się prawdzimy Wyznawcą Zła!*

**PIEKŁO Z NIEBA**

*W Zamku zaczyna się Twoja historia z Battle Skylands. To tam powstają kolejni Mieszkańcy, a jego rozbudowa daje szansę na naprawdę duży rozwój miasta. Zniszczenie jak największej ilości Zamków pozwoli Ci nie tylko wygrać każdą z walk, ale także zgarnąć za to solidny worek złotych Monet!*
Podstawy:Ochrona wyspy

**MUR**

*Zbuduj mury obronne wokół najważniejszy budynków na Twojej wyspie, otocz murem Zamek i magazyny z surowcami, aby wróg nie zdobył tak łatwo zebranych tam łupów. Wybuduj dodatkową ochrone dla obiektów typu Balista i Kusza, aby wzmocnić ich działanie i skutecznie obronic przed zniszczeniem. Swoje mury możesz rozbudować do 9 Poziomu, w zależności od tego jak bardzo muszą być mocne i trwałe. Pamiętaj! Możesz postawić maksymalnie 80 części murów...*

**Parametry Muru:**

**OSŁONA**

*Osłona to kolejny sposób na to, aby skutecznie bronić dostępu do najważniejszych obiektów na wyspie. Im bardziej rozbudowana Osłona, tym większe pole ochrony wokół niej. Te lewitujące w powietrzu magiczne kryształy posiadają moc ochrony wszystkiego co znajduję sie w ich zasięgu. Wykorzystaj je mądrze, aby utrudnić wrogom dostęp do Zamku lub całej wyspy!*

**Parametry Osłony:**
Desert Template

Desert creatures specialize in traversing arid environments; dry scrub-lands and sand dunes both qualify. Living in hot conditions means learning to conserve water and shedding excess heat, making most desert dwellers smaller and less densely furred than creatures from other environments.

### Characteristics

Desert creatures need to move quickly to get out of sunlight, meaning they're going to have greater Agility. An above average Intelligence score is also important for knowing how to find water and track food sources. Desert creatures are lacking in Strength because they don't need to mold the environment to their purposes, and their Body isn't as high because desert life takes a toil on physical conditioning.

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

### Skills

A creature that cannot find water in the desert dies quickly; therefore, all Desert creatures get a bonus to Tracking checks. Perception and Stealth are useful for hunters using brush to hide from and spot potential prey, while prey need Deduction to tell if pack-hunters are planning on coordinating attacks against them. There aren't many physical obstacles that can hinder a Desert creature's movements, so most aren't too good at contorting their bodies to escape grabs or entangles.

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

### Traits

All Desert creatures have Terrain Mastery for desert environments, and most spend an additional 5 character points to expand how long they can survive without water. Directional Sense can help migrating herds to find water sources, and pack hunters use Out-Flank to improve their coordination.

* Bonus Trait: Terrain Mastery (Desert)

### Flaws

Life in the wasteland is experienced one moment at a time; water consumes the thoughts of most Desert creatures, and they will ignore potential predators if it means getting a drink. This makes them fairly Short-Sighted compared to other creatures.

* Bonus Flaw: Short-Sighted

### Recommended Abilities

Enhanced Senses for penetrating and telescopic smell goes a long ways towards finding water, and many predators invest in Drains versus Agility to prevent their prey from running away. Run is also popular for cover more ground more quickly, making migrations towards water sources manageable.
Darkness

Darkness suppresses one predetermined sense within the area of effect

* Sources: Prana or Primal
* Target: One 4 meter radius sphere within range, +2 Base Point per +1m Radius
* Duration: Maintained
* Range: 5 meters per 1 Base Point
* Cost: 5 Base Points to block one sense, +10 Base Points per additional sense
* Available Additional Effects: Charges, Delayed Effect, Dispel Resistance, Imperceptible, Persistent, Range Advantages, Selective, Triggered
* Characteristics Bonus: None

The character picks a desired location within range, and for as long as that zone is active, the predefined sense cannot work in or pass through the zone.

* Example: Tathafien creates a zone of Darkness that blocks sight. Tathafien cannot see through the Darkness, but any creature inside cannot see outside the zone either.

### Examples

Camouflage Field: The character grows out foliage that's difficult for anyone but them to see through.

* Base Power: Darkness, vs Sight, 8m Radius. Base Points: 18
* Source: Primal
* Target: 8m Radius
* Duration: Maintained
* Range: 90 meters
* Additions: Charges (4 5-minute), Dispel Resistance, Selective (one person). Total Cost Increase: +9
* Limitations: Implement (Component), Incantation (Activation). Total Cost Reduction: -18
* Total Active Points/Actual Point Cost: 27/9

Field of Quiet Darkness: The character walks with a darkness that blocks all sights and sounds.

* Base Power: Darkness, vs Sight and Sound, 10m Radius. Base Points: 32
* Source: Prana
* Target: 10m Radius
* Duration: Maintained
* Range: Self (Limitation)
* Additions: Charges (4 5-min Batteries), Selective (one person). Total Cost Increase: +1/5
* Limitations: Implement (Component), No Range. Total Cost Reduction: -26
* Total Active Points/Actual Point Cost: 38/12

Smoke Bomb: The character throws down a canister filled with gas to obscure their enemies' vision.

* Base Power: Darkness, vs Sight, 10 meter radius. Base Points: 22
* Source: Primal
* Target: 10m radius
* Duration: Maintained
* Range: 110 meters
* Additions: Charges (4 5-min Batteries). Total Cost Increase: +0
* Limitations: Implement (Component). Total Cost Reduction: -11
* Total Active Points/Actual Point Cost: 22/11
Chain Whip

Chain Whip: Any type of chain can be used as a whip. Chains do more damage than a typical whip due to their weight, making them unsuitable as Agile weapons, but they are just as versatile in their ability to grapple, disarm, and trip opponents.

* Type: Whip
* Weight: 5 lb
* Required STR: 10 lb
* Damage: 2d6
* Special Effects: Disarming, Grappling, Tripping
* Recommended Price: $70 USD
Muscular Template

Being muscular requires a lot of effort and huge increase in calorie intake, but for those in professions such as American football or power lifting, its practically mandatory. The Muscular Template is meant to address characters with a single minded approach to growing stronger, gaining mass at the expense of becoming more learned.

* Weight: Anyone of any height can devote themselves to becoming stronger, but it's going to mean an increase in body weight because of the muscle mass. Famous power lifters such as Hafþór Júlíus Björnsson, better known as Gregor "The Mountain" Clegane from the TV show Game of Thrones, weights over 400 pounds (181 kilograms) while standing at 6 feet, 9 inches tall (a little over 2 meters), and 2016's world's strongest man, according the World's Strongest Man strongman competition, weighs in at 430 lb (195) at a height of 6'8" (also a bit over 2 meters). This makes them a little under being twice the weight of a healthy man of the same size.
	+ Simple Version: A human with 20 Strength, the highest score possible for a human in UTTAS, will weight around twice as much as a normal person of their height.

## Characteristics

The Muscular Templates apply the following changes to the player's Base Characteristics:

* Strength: +3.
	+ Time in the gym plus protein equals muscle mass, which means more Strength.
* Intelligence: -3.
	+ Time spend building muscle could have been spent engaging in mental exercises, meaning strongmen sacrifice some intelligence to gain their Strength.
TALOS

TALOS: The TALOS suit combines liquid armor and ceramic plating with a powered exoskeleton to support the weight of the suit. TALOS's plates will stop even sniper rifle bullets, while the exoskeleton supports the body to counter the armor's weight while not slowing down the wearer.

* Armor Bonus: +10
* Dodge Penalty: -3
* Movement Penalty: -1/4
* Hardness: 20
* Damage Threshold: 30
* Required Strength: 15
* Weight: 400 lb
* Special Effects: Hardened, Impenetrable, Self-Supporting
* Recommended Price: $518 USD
7.62x51 Battle Rifle

The 7.62x51 Battle Rifle is the largest hand-held modern firearm that isn't either a sniper rifle or machine gun. The recoil on this weapon is fierce, requiring a great deal of strength just to use without spreading bullets all over the place.

* Type: Rifle
* Range: 800 meters
* Ammo Capacity: 20 Shots
* Reload Time: 1 Turn
* Weight: 11 lb
* Required Strength: 20
* Damage: 8d6
* Special Effects: Autofire 5, Modular, Penetrating, Piercing
* Recommended Price: $1855 USD
Scissor

Scissor: Consisting of a metal tube with a crescent-shaped blade on the closed end, a scissor is meant to protect the user's hand and upper arm while acting as a more effective weapon than a shield. It doesn't provide as much protection as a shield, but it can cause vicious wounds with a single punch. Unlike a cestus, a character cannot hold any items in the same hand that they wield a scissor.

* Type: Fistload
* Weight: 3 lb
* Required STR: 10
* Damage:3d6
* Special Effects: Defensive (a scissor provides its wielder with an Advantage on Block attempts when not used to attack).
* Recommended Price: $70 USD
Light Crossbow

Light Crossbow: Light crossbows deal less damage than their heavier counterparts, but just about anyone can use the because of how little Strength is required to pull back the draw string.

* Type: Crossbow
* Range: 106 meters
* Ammo Capacity: 1 Shot
* Reload Time: 1 Turn
* Weight: 4 lb
* Required Strength: 12
* Damage: 8d6
* Special Effects: Simple
* Recommended Price: $91 USD
Type II Ballistic Vest

Type II Ballistic Vest: A type II ballistic vest is bullet resistant against handguns and small rifles, and it even holds up against 12-gauge shotguns, but the ceramic plates are bulky enough to slow down the wearer.

* Armor Bonus: +5
* Dodge Penalty: +0
* Movement Penalty: None
* Hardness: 7
* Damage Threshold: 10
* Required Strength: 10
* Weight: 3 lb
* Special Effects: Hardened, Impenetrable
* Recommended Price: $126 USD
Impervious

Impervious Armor and Damage Reduction immune to the Armor Piercing effect.

* Cost: 1 Total Active Point per 3 Base Points
* Details: Impervious makes the defense it's applied to impervious to Armor Piercing attacks. Normal damage still affects the character, but they gets to keep their Armor or Damage Reduction versus the attack.
Osiągnięcia:Piekło

**PIEKŁO Z NIEBA**

*Lorem ipsum dolor sit amet, consectetur adipiscing elit. Proin nibh augue, suscipit a, scelerisque sed, lacinia in, mi. Cras vel lorem. Etiam pellentesque aliquet tellus. Phasellus pharetra nulla ac diam. Quisque semper justo at risus. Donec venenatis, turpis vel hendrerit interdum, dui ligula ultricies purus, sed posuere libero dui id orci.*
Terrain Mastery

Characters who spend a lot of time in particular environments learn how to move around in those settings as efficiently as possible.This mastery of their terrain allows them to proceed at a normal pace in situations other character would be severely slowed down by, letting them cover more ground more quickly.

* Benefit: The character picks out a type of terrain that would ordinarily hamper their movement, such as dense forests or snow. The character now moves through that terrain without every being slowed down by the environment, having learned the best way to avoid hazards. The character also receives one of the following additional benefits depending on the terrain they pick:
	+ Arctic: The character is immune to the effects of cold weather, able to survive in snowy environments without extra clothing and receiving an Advantage on checks related to surviving in unusually cold environments.
		- For an additional 5 character points, the character can survive twice as long without food.
	+ Aquatic: The character can hold their breath for twice as long as a normal creature; they still need oxygen to survive, but their lungs are large enough to help the character dive underwater for several minutes.
		- For an additional 5 character points, the character can breath underwater indefinitely.
	+ Desert: The character is highly resistant to the effects of hot weather, receiving an Advantage on checks related to surviving in unusually hot conditions.
		- For an additional 5 character points, the character survive twice as long without water.
	+ Forest: The character takes no damage from natural foliage capable of inflicting physical pain, such as brambles and spiny bushes.
		- For an additional 5 character points, the character receives 5 points of Armor towards Power Defense against natural poisons and Drains (that is, Drains built as Natural Abilities).
	+ Plains: The character ignores penalties on Perception checks for one range increment.
		- For an additional 5 character points, the character's overland travel speed over empty terrain is doubled.
	+ Mountains: The character is never in danger of falling after failing a Climb check, no matter how poor the roll.
		- For an additional 5 character points, the character is adapted to living at high altitudes and can absorb oxygen much more efficiently, letting them Sprint twice as long as other creatures.
	+ Urban: The character requires half as much time to make Streetwise checks to gather information.
		- For an additional 5 character points, the character can never get lost when navigating the streets of a city they have lived in for at least 2 weeks.
Longbow

Longbow: A classic ranged weapon, the longbow requires much strength to use, but it can punch through armor easily.

* Type: Bow
* Range: 366 meters
* Ammo Capacity: 1 Shot
* Reload Time: 1 Action
* Weight: 2 lb
* Required Strength: 15
* Damage: 12d6

* Special Effects: Variable
	+ Variable: Bows can fire arrows with different heads that can deal kinds of damage, such as bludgeoning and slashing, and inventive characters can create trick arrows that can inflict other status effects on enemies.

* Recommended Price: $196 USD
Sling

Sling: The sling is little more than a leather strap for hurling rocks or specially prepared bullets, but a strong arm can put a lot of force behind the thrown projectiles.

* Type: Thrown
* Range: Based on the user's Strength
* Ammo Capacity: 1 Shot
* Reload Time: 1 Action
* Weight: .25 lb
* Required Strength: 8
* Damage: 3d6

* Special Effects: Thrown, Variable
	+ Variable: Slings can throw more than just rocks and bullets; any small object able to fit in the sling will do. One trick is to fill small jars with acid and other substances, and then use the sling to hurl them greater distances.

* Recommended Price: $21 USD
Rapid Processing

People can master techniques for quickly processing information, gaining full understanding of texts they have read in as much as a 16th of the time and notice 16 times as many details in their surroundings. This lets them cut research time significantly while not impacting retention, search areas more quickly, and keep track of more enemies during combat without getting distracted.

* Benefit: The character can read twice as fast as a normal person, allowing them to cut the time needed to research subjects related to Skills in half. For an additional character point, and every point there after up to 8 Character Points, the character's reading speed doubles, up to a maximum of 16 times faster. This cuts the time necessary to perform reading-oriented skills by half.
	+ Aran encountered an exceptionally tough monster from another dimension that he was forced to run away from. Now in the safety of a library, he has a chance to research his enemy, using his Knowledge about other planes of existence, and gain an upperhand against them should he encounter that foe again. This is an exceptionally rare creature that would normally take a month to properly research, but because he has has Rapid Processing, the research only takes Aran 2 weeks to complete.
* Additionally, the character is less easily distracted during combat and can keep better track of their opponents. The initial 5 Character Points spent on Rapid Processing reduces the penalty on Perception checks as a result of the Performance skill by 1d6 and grants the character a 1d6 bonus to Deduction checks to oppose Tactics checks for their opponent's coordinated attacks. Every point thereafter, up to a maximum of 8 Character Points, reduces the Perception penalty by 1d6 and increases the Deduction bonus by 1d6.
	+ For example: Aran is fighting 3 opponents; one is attempting to distract him using Performance, one is attempting to sneak up on him. and one is engaging him directly and coordinating his attacks with the stealthing character. Aran has bought a single level of Rapid Processing, and has both Deduction and Perception as skills. The opponent distracting him with Perform rolls high enough on their check to reduce his Perception by 1d6, which is neutralized by his Rapid Processing. This allows his Perception check to beat the second enemy's Stealth check, and his boosted Deduction surpasses both of the attackers' Tactics checks, giving them no bonuses on Accuracy rolls against him.
Kite Shield

Kite Shield: Kite shields provide better defense than most shields, but its weight makes it more difficult to block incoming attacks with. The point of a kite shield is to blunt the force of incoming attacks, not deflecting them.

* Armor Bonus: +5
* Dodge Bonus: +1
* Movement Penalty: None
* Hardness: 7
* Damage Threshold: 10
* Required Strength: 16
* Weight: 10 lb
* Special Effects: None
* Recommended Price: $112 USD
Bluff

Bluff lets characters lie and hide their intentions.

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

Characters can attempt to lie or hide their intentions from other characters while interacting with them. If a character attempts to lie, they must make a Bluff check versus their target's Deduction; if their roll exceeds their opponents, their target has no idea they are being lied to. If a character attempts to deduce a character's mood or attitude with a Deduction roll, players can attempt to hide their true feelings with an opposed Bluff roll.

Characters may receive Advantages and Disadvantages to their Bluff checks as circumstances allow.

* The character receives Advantages for:
* Corroborating their story with credible evidence or witnesses.
* Lying to characters who know and trust them.
* The character receives Disadvantages for:
* Attempting to lie to characters who dislike or mistrust them
* Contradicting available circumstantial evidence

Characters can only use Bluff if the person they are attempting to lie to has no logical way of discerning the truth. If there is existing, concrete evidence proving a potential lie wrong, any attempts a character makes to Bluff their way out of the situation automatically fail. Characters must also share a language in order to successfully use Bluff checks for anything more than simple lies.

* For example: Willow's pet bear has Bluff and understands English, meaning it can lie for answers requiring simple hand gestures. However, he wouldn't be able to convince people talking to him that he is actually a human because 1) he is very clearly a bear, and 2) he cannot speak English to convince them that he merely looks like a bear as a result of a curse or Morph power. He could attempt such a lie if he were somehow gifted with the ability to speak, though he would receive a Disadvantage for lying when circumstantial evidence suggests he's a bear.

Just because a character makes a successful bluff check doesn't mean the person they're bluffing fully believes them; that is entirely up to the character's personality. Paranoid characters who are successfully bluffed might decide to shelve the issue they're being lied to about until a later time, and naive fools may decide to fully trust the character. If the bluffing character is using their deception to trick someone into completing a task for them, they may have to complement their Bluff with a Persuasion check.
Extra Time

The Power takes more time than usual to take effect. In exchange for reducing the Power's Actual Point Cost by 1 per 5 Total Active Points, the Power requires an additional round to activate; the character starts using the Power on their turn, and it takes affect at the start of their next turn. During this time, the character cannot take any Reactions or change Stances.

* Every additional round to activate the Power increases the point reduction by 1 per 5 Total Active Points.
Deduction

Deduction is a character's ability to assess a situation and come to a conclusion, useful for getting hints from the Game Master on how to proceed when they're lost or figuring out an enemy's strategy.

* Primary Characteristic: Intelligence
* Time to Perform: Instant

The character attempts to develop a gut feeling about situation, either discerning whether people are lying or gaining a hint from the Game Master in a situation in which they are stuck.

When using Deduction to discern lies, the character rolls their Deduction versus the suspected lair’s Bluff. If their total is higher than the Bluff check, they can tell if the character is telling the truth or not.

If using Deduction to develop a gut feeling about a situation, the Game Master sets a Difficulty for the player to roll against. If the player exceeds the Difficulty, the Game Master give the player a hint on how to proceed.

* Deduction isn't meant to be a crutch when used to form gut opinions. Game Masters should not give any direct answers to players on how to solve puzzles or how to talk with other characters.

Deduction also acts as a counter to Tactics checks made for coordinated attacks against the character. When targeted by a coordinated attack, the defender makes a Deduction roll opposed to their attackers' Tactics rolls. If the defender can tell what kind of actions their attackers are making against them, either by hearing the verbal signal or reading their thoughts, they get an Advantage on the Deduction roll. If the attackers fail to pass the defender's Deduction, they get no benefit for coordinating their attacks. Defending themselves against such attacks requires no actions, but they must know the attacks are coming to begin with in order to counter the opponents' tactical assault.
Fire Lance

Fire Lance: The fire lance is the precursor to all firearms, consisting of a heavy pole with a metallic tube loaded with gun powder.

* Type: Rifle
* Range: 6 meters
* Ammo Capacity: 1 Shot
* Reload Time: 1 Minute
* Weight: 4 lb
* Required Strength: 15
* Damage: 8d6

* Special Effects: Area of Effect (15 foot long cone), Variable
	+ Variable: The fire lance can be used as a club as well as a ranged weapon.

* Recommended Price: $91 USD
Missiles

## Kinetic Missiles

Missiles come in Sm, Md, Lg, and XL sizes, and require X-Matter to build. They use Drive Rails shards to accelerate to incredible speeds and vector to their targets like a small ship. They move to strike at extreme speeds with very little room to articulate, and arc across hundreds if not millions of kilometres of space to circle back around for a second go if they miss. They are far slower than MAC rounds but deal many times more damage.

Kinetic missiles deliver direct damage to any module they hit, often passing straight through the ship and out the other side in a burst of radiation and plasma. To block these exceptionally powerful weapons point-defences should be deployed in mass to focus on them.

Defensive Missiles counter incoming Missiles by impacting them, which often results in an interesting dance. Defensive Missiles can afford to forego the mass of their Offensive siblings and gain 10x the acceleration rate, but cost the same amount of XMatter and Energy to launch.

Sm Missiles can be afforded to spam, as they are very cheap and light weapons, doing moderate damage. A swarm of four can destroy an entire module. XL missiles are anti-ship weapons, and can destroy an XL spine segment in a single hit, but are quite costly, equal to buying a ship’s Drive Rail.

There are also Thermonuclear and Quantum missiles.

Thermonuclear Missiles deliver their 15% their damage, but deliver 4x their base damage as Heat and 2x times their damage as Energy, blowing out Fuses, Capacitors, and burdening Heat Sinks.

Quantum Missiles are reusable weapons that pass through a module, dealing 25% less damage, but can continually attack after arcing around to vector in again; if their target is destroyed and they are not intercepted, then the missile will return to the launching ship’s cargo hold.

## Stats

**Small Missile**

A Sm Missile costs 1 Xmatter + 100M to build, and 10E to launch. It deals 50,000 Damage.

**Medium Missile**

A Md Missile costs 2 Xmatter + 200M to build, and 20E to launch. It deals 100,000 Damage.

**Large Missile**

A Lg Missile costs 4 X Matter + 400M to build, and 40E to launch. It Deals 200,000 Damage.

**XLarge Missile**

An XL Missile costs 8 XMatter + 800M to build, and 80E to launch. It Deals 400,000 Damage.

**Defensive Missile**

A Defence Missile Costs 1XMatter + 25M to Build, 5E to Launch. It Deals 15,000
Damage.

## Upgrades

**Spread**: Splits Warhead into 2, 4, 6, 8 pieces prior to impact to avoid point defences

* Cost: Free, divides damage by the number of warheads

**Thermonuclear**: -75%Damage, 4x Damage as
Heat, 2x as Energy

* Cost: x10M to Build, 2x E to Launch (12,500

damage, 250,000K, 25,000E)

**Quantum**: Missiles have a 25~75% chance
to return to your ship & recycle

* Cost 2xX-Matter to Build, 10x E to Launch
Damage Reduction

Damage Reduction: Take less damage than you ordinarily would from attacks.

* Sources: Natural, Prana, Primal, or Psychic
* Target: Self
* Duration: Maintained
* Range: Self
* Cost: 10 CP for 25 percent, 20 CP for 50 percent, and 40 CP for 75 percent
* Available Additional Effects: Charges, Difficult to Dispel, Hardened, Impenetrable, Invisible Effects, Trigger
* Characteristics Bonus: None

The character takes less damage from attacks than they usually would. For 5 character points, the character takes 25 percent less damage from either Physical, Energy, or Mental attacks after their initial defenses are subtracted from their attacker's damage roll; from what category they reduce the damage must be specified when the character creates the Power. This percentage reduced increases to 50 percent for 10 character points and 75 percent for 20 character points. Damage Reduction is bypassed by Armor Piercing and Penetrating attacks unless the character purchases the Hardened or Impenetrable Additions for the Power.

Source-specific effects:

* Natural: Natural Damage Reduction cannot take Limitations, but it cannot be Dispelled, and it has a Persistent duration.

### Examples

Redundant Nervous System: The character has a secondary nervous system for absorbing pain impulses, heavily reducing the pain they feel from physical attacks.

* Base Power: Damage Reduction
* Source: Natural
* Duration: Persistent (Natural Ability)
* Range: Self
* Effect: 50 percent Physical Damage Reduction. Base Points: 20
* Additional Effects: None. Total Active Points: 20
* Limitations: None (Natural Ability). Total Reduction: 0
* Actual Point Cost: 20

Absorption: The user creates a shield that reduces the damage they take from almost any attack.

* Base Power: Damage Reduction.
* Source: Prana
* Duration: Maintained
* Range: Self
* Effect: 25 percent Physical, Energy, and Mental Defense. Base Points: 30
* Additional Effects: Hardened. Total Active Points: 18
* Limitations: Focus (Inaccessable), Incantation (Activation). Total Reduction: -12
* Actual Point Cost: 18 Character Points
Lantus Jetseti ("Citizen")

Immediately after
reaching 30 and over the weeks leading up to it, the Lantus Brea transform into
a much more vibrant, louder, outspoken version of their former selves, called
Jetseti. Their backs straighten, their sex characteristics fill out, and
suddenly they’re not willing to be bossed around anymore by their peers.
Whoever they were as children rapidly gives way to an adult, and their former
coyness transforms into a much more aggressive pursuit of their goals.

This is the “adult”
phase of the Lantus life cycle. Most Lantus Officers are in this class, as are
Marines, Politicians, Traders, and Builders. While they will still bow to their
superiors, they will no longer tolerate being ordered around by fellow Jetseti,
and any menial tasks they enjoyed as Brea they will likely abandon until they
are older and more nostalgic. This sudden burst in self-promotion is due to
their sex drives overflowing from 30 years of preparation, the Calorics &
Protein they’ve stored in their bodies allowing them to spontaneously transform
their skin into any armour exoskeleton they desire.

Jetseti are
outstanding soldiers and engineers, capable of using their own flesh as an
extra set of hands, eyes, and biological armour that can rapidly heal grievous wounds
right before your eyes while still rejecting incoming damage. They can be
bombarded with gamma rays, shot through the throat, and lit on fire, then still
be fine just minutes later. They will however be quite angry, as the extra
aggression caused by their hormone spike following healing is overwhelming.

Despite the
added sexual pressure to reproduce, Jetsetti are banned from having offspring
of their own, oftentimes grafted with a kind of prophylactic flower that adheres
itself to their genitalia to allow for sexual pleasure without the risk of
pregnancy. If they do conceive the likelihood of their partner being their
brother or sister is very high, resulting in inbreeding. Worse, since the
Lantus body is ill-equipped to carry a child to term, the infant must be carved
from its mother’s armoured exoskeleton in an agonizing process that requires
her entire abdomen be carved open from sternum to pelvis by Nano-lathe laser.
While Lantus do reproduce with other races, especially Serin and ConFeds, their
children are considered rejects and banished from the Arboreum. They also lack
a personal ecology if their mother was not Lantus since her body would be the
supply for their own grafts & nutrition.

The flowers on
a Lantus’s body glow a faint colour associated with their career, giving them a
visual identification as well as a kind of personal bar code. The lights
emitted from the glowing petals also serve as extra sensory communication. In
addition, their chest is ornamented with a breathing apparatus that can quickly
attach to their faces when needed. Lantus flit about their ships on blue
hairlike filaments in microgravity, as if they have wings, and can use them to
grapple multiple objects at once like prehensile limbs. Many races call them
“angelic,” in sheer awe of this acrobatic display.
Calculator

There are a situations where a character needs to make multiple mathematical calculations, such as calculating angles for ranged weapons that fly in an arc or the time it will take to complete a particular task. A character with the Calculator trait can accomplish these tasks in an instant, allowing them to process what angles they need to fire ranged weapons at to hit distant targets.

* Benefit: The character can compute math problems 10 times faster than a normal human. Additionally, they ignore Disadvantages for one range increment, and they can substitute their Intelligence for their Agility when making attacks with ranged weapons such as guns or bows.
Greatsword

Greatsword: The term "greatsword" describes any blade over 3 feet long, such as a claymore, nodachi, or zweihander. These swords are almost impossible to wield one handed, but they can deal incredible damage and are nearly impossible to defend against.

* Type: Heavy Blade
* Weight:12 lb

* Required STR: 20
* Damage: 8d6

* Special Effects: Variable
	+ Variable: Greatswords can deal either piercing or slashing damage

* Recommended Price: $238 USD
.30 Rifle

.30 Caliber Rifle: .30 caliber rounds are more powerful than .22 caliber bullets, but the larger rounds take up more space, limiting the ammo capacity of the rifle.

* Type: Rifle
* Range: 300 meters
* Ammo Capacity: 5 Shots
* Reload Time: 1 Round
* Weight: 10 lb
* Required Strength: 18
* Damage: 6d6
* Special Effects: Penetrating
* Recommended Price: $1064 USD
Composite Crossbow

Compound Crossbow: Compound crossbows increase the damage and range of normal crossbows by threading the draw string through a pulley system.

* Type: Crossbow
* Range: 74 meters
* Ammo Capacity: 1 Shot
* Reload Time: 1 Action
* Weight: 5 lb
* Required Strength: 15 lb
* Damage: 12d6
* Special Effects: Modular, Simple
Modular Rifle

Modular Rifle: On their own, future rifles are on par with modern assault rifles, though the base weapon lacks automatic fire. With attachments, the weapon becomes more versatile and dangerous.

* Type: Rifle
* Range: 304 meters
* Ammo Capacity: 10 Shots
* Reload Time: 1 Turn
* Weight: 4 lb
* Required Strength: 15
* Damage: 6d6
* Special Effects: Modular, Penetrating
* Recommended Price: $1113 USD
Rope Tricks

Rope Trick represents the character's skill at tying knots and handling rope. The character works with a piece of rope to create knots, secure objects together, and restrict the movement of other creatures.

* Primary Characteristic: Dexterity
* Time to Perform: 1 round

Rope Tricks can function as either a Grapple or an Entangle. If used as Grapple, the character's skill roll replaces their Strength check to initiate the Grapple. When used as an Entangle, the dice the character rolls for their Rope Trick becomes the Hit Points of the Entangle, while the rope's toughness acts as the Physical and Energy Defense.

* In order to use the rope as a Grapple, the character must pre-prepare their rope as a lasso and make a successful Accuracy check as a ranged attack versus the target's Dodge. When used as an Entangle, the character must spend an entire round binding the target's limbs; this process can be interrupted by the target moving out of the space where they are being Entangled or if the character performing the Rope Trick being attacked.
Tactics

Tactics allow characters to assess a battle, study their opponents, and either come up with strategies to defeat them or coordinate with their allies.

* Primary Characteristic: Intelligence
* Time to Perform: Instant for a basic assessment, 1 or more minutes for complex assessments

Tactics allows the player to get an assessment of a battle from the Game Master and tips on how to proceed. To use Tactics, the character makes a skill roll, and the Game Master supplies one tip on how to proceed for every 5 points the character rolls. If the character makes the check before the battle, the Game Master might spend several minutes providing a more complex assessment.

Alternatively, multiple character can prepare actions and execute them in conjunction with each other using successful Tactics rolls. If all character delaying actions are intending to attack a single target, they can each make a Tactics roll, opposed by the defender's Deduction, to hit the enemy at the same time. Successful rolls give the coordinated attacks an Advantage to the Accuracy check, and the attackers add together the total Stamina damage dealt to determine whether they Stun the target or not. Coordinated attacks require no additional actions beyond those required for the attacks, but if characters prepare actions that enable them to make multiple attacks against their target, only the first attack gets to be coordinated, and all others receive no bonuses for successfully being in sync.

* For Example: Aran and Tathafien are preparing to assault the same target; Tath wants to hit the enemy with his sword, while Aran is using a Blast power with the Rapid Fire advantage, enabling him to attack twice in one attack. Their enemy knows they're being attacked, so they get a Deduction roll to counter their opponent's Tactics rolls. Both Aran and Tathafien succeed; Tath makes one attack with an Advantage to hit, but only the first of Aran's Rapid Fire Blasts gets a bonus to hit.

In order to attempt a coordinated attack, each character participating in the Tactics roll must have some method of communicating with each other, letting the other characters know what their intentions are in attacking; this can be done with a verbal response, sign language, or a telepathic message. Targets get a bonus to their Deduction roll if they understand what their attacker's intended course of action is. If their target is completely unaware they're being attacked, the Tactics rolls automatically succeed so long as each coordinating character has at least one rank in Tactics.
.50 Caliber

There are no ammo types for portable firearms larger or more dangerous than the .50 caliber round, and they primarily used in large sniper rifles and heavy machine guns.

* Weapons Used For: .50 Rifle, Heavy Machine Gun, .50 Sniper Rifle
* Real World Cost: $6.50 USD/shot
* Variations: Full Metal Jacket, High Velocity, Tracer
	+ Note: High Velocity rounds for firearms that already possess the Armor Piercing special effect will bypass Hardened armor and Impervious Armor Powers.
Warp

Warp bends space so the character can move from one location to another instantaneously

* Sources: Prana, Primal, or Psychic
* Target: Self and/or other creature and objects (see description)
* Duration: Instant
* Range: Self or Touch
* Cost: 1 Base Point per 1 meter of Warp, +2 BP per additional creature Warped, +5 BP to double Sprint Speed
* Available Additional Effects: Charges, Delayed Effect, Trigger
* Characteristics Bonus: +2 meters of Teleport per 5 Charisma, Ego, or Intelligence

The character opens a tear in space-time to move instantly from one space to another. Warp can send either the user, an object he's carrying, or a willing creature within the user's reach to the desired destination. The target is moved 1 meter per base point the character spends on Warp, plus 2 additional meters per 5 Charisma, Ego, or Intelligence, and passes through all matter between them and their desired destination. The character initiating the Warp doesn't need to see their destination, but it must be in range and unoccupied by another creature or large object; doing so shunts them to the closest available space and deals 1d6 damage per meter that bypasses all defenses.

Warp has a Sprint speed, but Sprinting Warps do not activate the Power and immediately move when they take an action on the current turn. Instead, they activate the Power and arrive at their destination at the end of the round, after every other character has taken an action.

* For Example: Aran is being chased by an enemy he cannot defeat in close quarters combat and ends up facing a bottomless pit 40 meters in length. Aran has a 20 meter Warp Power and figures he can use the Warp's sprint speed to make to the other side and evade their opponent, so he activates it as soon as he can take an action. Unfortunately, he has to wait until the enemy has taken their turn before the Warp moves him across; that enemy uses a Charge maneuver combined with a Shove to push them off the ledge first, and Aran's Warp functions barely quick enough to get him safely to the side, although he does take damage from the charge.

### Examples

Dimension Hop: The character slips through cracks in space-time to get around without running into other objects or characters.

* Base Power: Warp, 20 meters, x2 Sprint Speed. Base Points: 25

* Source: Psychic
* Target: Self
* Duration: Instant
* Range: Self
* Additions: None. Total Cost Increase: +0
* Limitations: Focus (Instant), Implement (Accessible). Total Cost Reduction: -15
* Total Active Points/Actual Point Cost: 25/10

Emergency Escape: The character sets a contingent Warp to get them out of Entangles and grapples.

* Base Power: Warp, 20 meters. Base Points: 20
* Source: Primal
* Target: Self
* Duration: Instant, Triggered
* Range: Self
* Additions: Trigger (When the character is grappled or entangled, Free Action reset). Total Cost Increase: +16
* Limitations: Focus (Instant), Implement (Inaccessible), Side Effect (2d6 damage). Total Cost Reduction: -28
* Total Active Points/Actual Point Cost: 36/8