recursal/Fanatic-Fandom huggingface dataset:
Musician

You are known to be able to play some tunes.

* You gain proficiency in *Performance* and in *Music*.
* During any rest, you may play a song for up to 8 creatures, which are renewed in spirit.
	+ They regain 1 hit dice if they are missing any and the next skill check that they make is made with advantage, aslong the skill check is made before their next rest.

“Music is life.”
Manual Laborer

Construction, Mining, Factory worker and other jobs that involve hard manual labor. Expected income per workweek would be: 7C.

You gain proficiency in *Athletics* and in Art. You gain the following ability:You gain the following ability:

> ***Tough Labor*** -  Your Constitution Score increases by 2.
>
>
Archery Master

You are a master of archery and geometry. You gain the following benefits:

* When attacking with a ranged martial weapon, the shots can ricochet once, allowing you to shoot enemies around corners. Remember if you cannot see these targets you will shoot with disadvantage.
* Once per turn, when you make an attack using a short bow, long bow or a compound bow, you can make an attack using 1AP.
Reckless

You take little care in your attacks.

* When you score a critical failure during an attack roll, the equipment used to make the attack roll is destroyed.
* When you score a critical hit during a weapon attack, you gain a free movement equal to half your movement speed and regain hit points equal to the damage.

“What do you mean it is dangerous?”
Ambidextrous

You are fluid in using both your hands.

* When using a weapon off-hand, you add your Ability Modifier as damage bonus as you would with a normal weapon.
* When using a two light weapons with ammo, using a reload action will reload both weapons at once.
* You gain proficiency in *Sleight Of Hand*.

"Left or Right? Miss, I can use both."
Port Dasha

Der Shadow Port Dasha ist im Asteroidenfeld neben dem Mond des Planeten Taboon, der sich im Stenness-Knoten befindet. Die Station war im Besitz des Huttenkartells, während Bogga, der eine luftdichte Festung auf einem der Gipfel errichten ließ, den Handel am Shadow Port kontrollierte.

## Beschreibung

Asteroidenbasen waren in Asteroiden eingebaute Raumstationen. Viele Gruppen nutzten solche Stützpunkte, darunter Piraten, Schmuggler sowie legitime kommerzielle oder wissenschaftliche Interessen. Sie sahen auch einige private Nutzungen, wie die Void Station, die als privater Rückzugsort für die Bothan Jib Kopatha fungierte. Darüber hinaus wurden einige nachgerüstet, um als Stützpunkte zu fungieren, wie die von Byblos Drive Yards entwickelten Asteroiden-Hangars, die ursprünglich als Bergbaugebiete dienten.

Die kriminelle Organisation Black Sun besaß mehrere Asteroidenbasen wie das Huttenkartell wie z.B. Mek Sha.

## Geschichte

Nachdem Bogga der Hutte 3999 BBY ein Debakel über einige Adegan Kristalle mit der Jedigroßmeisterin und späteres Ratsmitglied **Nomi Sunrider** hatte, im Zuge dessen ihr Mann Andur Sunrider getötet wurde, fühlte er sich nicht mehr sicher genug in seiner Festung und handelte mit dem Huttenrat aus, eine Handelsstation mit hohen Abgaben zu betreiben, wenn der Rat im Gegenzug ihm die Mittel für eine Privatarmee zu seiner Sicherheit bereitstellen würde.

   3950 BBY flogen die Jedi Padawane Is'Nom und Cirian mit Atris Brend für den Auftrag des Jeditempel Masson Vungus gefangen zu nehmen, auf diesen Shadow Port. Nachdem sie von Sima Anjiliac auf Nar Shadda den Tipp bekommen hatten, war es nicht mehr so schwierig diesen gut versteckten Shadow Port zu finden. Nachdem die Padawane Masson Vungus gestellt hatten und in ihr Schiff verfrachten wollten, kamen ihnen die Stationssicherheit entgegen und hielten sie auf. Die Padawane konnten bestochen werden, dass sie den Händler nicht zur Jedi Enklave noch Ossus bringen und Masson verschwand wieder.
Dramatic

You are quite the actor…

* You gain proficiency in *performance*.
* When you take damage you can fake your own death. As a reaction you can fake your death and make a performance check against the target's passive insight.
	+ If succeeded the enemy will no longer attack you or harm you in any way on purpose. If failed or used once before the enemy will not fall for it again.

“Oh the humanity! Oh the horrors! Woe is me!”
Manipulator

You are cunning in how you talk with people, always listening for small details that you can use to manipulate them.

* Your charisma score goes up by 1 to a maximum of 20.
* You gain proficiency in *Deception*.
* When making a charisma (Persuasion) check, you may make a charisma (Deception) check instead.

“Did you hear what she said about you? Non? Oh, sorry! No...I couldn’t...”
Bard (Wordsmith Specialization)

A bard is a Wordsmith that has specialized in using the arcane amplified by music and dance

### Features

3

```
A Wordsmith may only pick 1 specialization.

```

**Features**
 2
 3

## Features

### Words of Euphoria

You have studied words amplified by music and you may add the following abilities to your spellbook.

> ***Arcane Mastery*** - Per feature picked in the bard archetype, you gain 1 extra Spell Slot.
>
>

> ***Bardic Magic*** - Instead of your chosen Wordsmith expression, you can use a new Expression through the use of music. This uses a music instrument in one of your hands and uses your Charisma modifier. Also you gain the following Word of Element:
>
>
> * ***Euphoria*** (1 Spell Slot) -  You invoke pure amusement. Upon impact each creature within 5ft must make a Wisdom save to your Wordsmith DC or start crying, laughing or dancing (your choice) which restrains them for 1 minute. At the end of their turn or when they take damage they may reroll the save roll.
> 	+ ***Summon Word of Control effect*** - All creatures within the sphere no longer feel pain and as a result they do not go Down when they are reduced to 0 hit points. They do roll saving throws and when they leave the effects of the sphere they will return to the Down status.
> 	+ ***Exploit Word of Potential effect*** (1 Additional Spell Slot)- The Euphoria does no longer invoke a saving throw at the end of each turn.
>
>
>

### Spell: Command

You overpower a creature. You gain the following ability:

> ***Command*** (1 Spell slot) - You Enigmatically attempt to give an undeniable command to a creature that can hear you. It makes a Wisdom saving throw to your Wordsmith save DC. If failed, it will follow the given command to its best ability its next turn, as long it is not suicidal.
>
>

### Control: Song

A song of fire or ice, perhaps? You gain the following ability:

>
> ***Word of Control: Song***- You gain one new word of Control which you automatically learn:
>
>
>
> * ***Song*** (2 Spell slots, Concentration up to 1 minute) - You start singing or playing a song imbued with the appropiate element. You replace the impact damage of nearby weapon attacks of allies within 30ft with the effect of the appropiate element. Additionally, all allies within 30ft gain 1d6 inspiration.
>
>
>
Elemental Adept

When you gain this feat, choose one of the following damage types: acid, cold, fire, poison, lightning, or thunder.

* Spells you cast ignore resistance to damage of the chosen type.
* When you roll damage for any effect that deals damage of that type, you can treat any 1 on a damage die as a 2.

You can select this feat multiple times. Each time you do so, you must choose a different damage type.

"I am not master of all four elements; just one!"
Pitcher

You can be trusted to do one thing; to throw anything really far and really hard.

* You gain proficiency in *tactical consumables.*
* Your throwing range is increased by 15ft.
* Whenever you deal weapon with a thrown weapon, you deal extra damage equal to your Strength modifier. The damage of this attack may not be reduced by damage reduction (DR).

“Home-run!!!!”
Crafting Rules

While usually up to retainers and civilians, a hero can decide to craft materials themselves too. For this, follow the following rules.

### Cost

The baseline cost. You must buy or scavenge scraps to a value of half the intended item you would like to craft.   In order to craft an item, pick the item, and make sure you meet the following conditions:

Recipe: Experimental items require a formula, recipe, plan or manual for the creation process. Some would be harder to attain than others, depending on the type, rarity and cost of the item. Other categories will be easily found on the internet.

Ingredients: You must scavenge or purchase the appropriate raw ingredients equal to half the cost, for consumables you take a quarter of the cost instead. Some abilities could reduce this cost.

Tools: To craft an item you must have an appropriate tool kit, and be proficient in the appropriate secondary skill. For reference, you will need the following tools for the following categories:

 Tactical
 Biotic
 Deployable
 Poison
 Experimental

### Doing Crafting

In order to craft an item, you must make progress equal to the credit cost.

Every day you can work 8 hours effectively. Each work week has 5 days. For each work-week worked like this you can make progress equal to 50C.

If you want to push yourself, by working the entire workweek, all day long, you make double progress in 1 work week. However, you must roll a Constitution Saving roll, or gain a stack of Exhaustion.

Workweeks Needed: Credit Cost / 50

When making an Enigmatic item, if the time needed equals 0 weeks or less due to other effects, the time spent becomes 1 week.

You can also choose to work on different recipes in bulk, You can then choose one or more recipes or more of the same to work on in this period. After all the workweeks are over you gain all the items. You roll a quality check for all of these items combined, but cannot crit on this.

### Quality

Upon completing the progress, you roll a quality check, using your skill proficiencies, in order to determine the quality of the product.

If you were helped for more than half the time you were crafting, you gain advantage on this roll provided that the helper also has the required skill proficiency.

 Natural 1
 9 or less
 10 - 24
 25-30
 31+
 Natural 20
* Craft another copy of this item.

OR
* Refund the entire crafting cost.
Loyal

You are exceptionally loyal to friends or family.

* You can mark creatures as ‘Inner circle’ up to your Wisdom modifier.
	+ Whenever a creature uses a weapon to hit a creature within your inner circle, you may use your reaction to grapple or shove the attacker.
	+ Once per day, when you use healing on the creature, your healing is increased by an extra d4.

“No man left behind.”
Divergent

It is a truth of biology and evolution. As humanity spreads amongst the stars, the genetic bonds between the many groups of the empire weaken. The bonds grow apart  as new races of humans diverge and multiply. Some are not even recognizable as human anymore.

## The Divergent

A divergent human (left) and a normal human (right)

## Divergent Traits

* ***Base Race.*** You pick any biological race as your base race. You copy the age, tags, alignment, size, hit points, speed, ability score improvement, skill proficiencies and language traits.
* ***Age.*** Copied from your *base race*.
* ***Tags.*** Copied from your *base race*, but you also gain the tag mutant.
* ***Alignment.*** Copied from your *base race*.
* ***Size.*** Copied from your *base race*.
* ***Hit Points.*** Copied from your *base race*.
* ***Speed.*** Copied from your *base race*.
* ***Language.*** Copied from your *base race*.
* ***Ability Score Improvement.*** Copied from your *base race*.
* ***Divergent Origin.*** You copy half of the features of choice (rounded down, with a minimum of one) listed after the list of features copied in the *base race* feature.
* ***Divergence.*** You pick one mutation and gain its effects. This mutation does not count to your implant maximum. For each personality trait you’d gain at character creation, you can pick another mutation using this feature instead.
Animal Keeper

Zookeeper, ranchers and other jobs that involve taking care of animals. Expected income per workweek would be: 7C.

You gain proficiency in *Animal Handling* and *Athletics*. You gain the following ability:

> ***Primal Dodge*** (Reaction) -  Once per short rest when you are about to take damage from a creature with the beast tag, you may use your reaction to forfeit all the damage.
>
>
Caring

You are a resourceful healer, who can push themselves to take care of others.

* Your Wisdom score increases by 1.
* During a short rest you can care for your companions using your hit dice to heal an ally with it.
* When an ally goes down you can use your reaction to walk half your movement speed to the person who went down.

“Let me help you with those wounds”
Computer Wizard

You have worked with computers and technology for a huge portion of your life, and you are now able to find your way into basic systems.

* You gain proficiency in the *Electronics* skill.
* You start with a special laptop which functions as a communications device and has the following special properties:
	+ A bonus of +2 on electronic rolls.
	+ A discount of 25% on any services ordered online.

“I am hacking their database in order to gain access to the mainframe core!”
Vain

You have advantage when making a check using disguise kits.

* However, you are more likely to get charmed by non-magical means, causing disadvantage on any saving throws against the charm effect.
* When charmed, the creature responsible cannot attack you unless they drop the charm.

“I take great pains to always look my best and follow the latest fashions.”
Berserker

A human berserker

*For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every berserker, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.*

**Features**
 2
 3
 4
 5

## Features

### Berserker Background

You gain proficiency in *Intimidation*, unarmed weapons and melee weapons. You also gain proficiency in Ahtletics, if you are already profiency, you gain expertise. You gain the following ability:

> ***Tavern Brawler*** - When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a 1 AP to attempt to grapple the target.
>
>

> ***Rage through the Pain*** - You gain 2 additional hit points per Berserker features picked.
>
>

### Rage

During combat you see red, allowing you to push on. You gain the following ability:

> ***Rage*** (1 AP) - Up to a number times equal to the amount of Brawler features picked, when not wearing heavy armor, you can instantly enrage yourself. You become affected by the enrage condition, which:
>
>
> * You must attempt to attack a creature using a weapon of their choice each turn until this effect ends.
> * While active, you gain resistance to bludgeoning, piercing, slashing and ballistic damage, until the end of the rage.
> * Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then.
>

                                    ~ DikkBott  (｡◕‿◕｡)

### Empowered Rage

Your rage makes you a force of nature. You gain the following ability:

> ***Empowered Rage***  - While affected by the enrage condition, you gain the following benefits if you aren’t wearing heavy armor:
>
>
> * You have advantage on Strength checks and Strength saving throws.
> * When you make any unarmed attack, you gain a bonus to the damage roll equal to the amount of Berserker features picked.
>

### Frenzied Rage

You are impossible to take down while the adrenaline keeps you going. You gain the three following ability:

> ***Frenzied Rage*** - When you are under the enraged condition and drop to 0 hit points, but you keep rolling saving throws and are NOT considered stabilized. You remain conscious until the rage drops or until you die.
>
>
> ***Untiring*** -  While under the enraged condition, you can not gain any stacks of exhaustion.
>
>
>
> ***Glory in Death*** - When you are under the enraged condition and you make a creature drop unconscious, you regain 1d4 hit points.
>
>

### Unarmored Defense

Armor only weighs you down. You gain the following ability:

> ***Unarmored Defense*** - While you are not wearing any armor, your Armor Class equals 10 + your Dexterity Modifier + your Constitution Modifier. You can use a shield and still gain this benefit.
>
>
Nomad

You are inseparable from your vehicle.

* You gain proficiency in one of the following skills: *Terrestrial Vehicles,* *Naval Vehicles,* *Aeronautic Vehicles*.
* Additionally, upon picking this feature you are granted 1 civilian vehicles from the following list:
	+ Forklift, Car, Motorcycle or Shuttle.

“I live on the road, baby.”
Agriculturist

Farmers, botanists and gardeners or other jobs that involve growing and maintaining plants on a large scale. Expected income per workweek would be: 2C.

You gain proficiency in *Biology* and in *Survival*. You gain the following ability:

> ***Plant Crops*** (1 hour) -  Once per long rest, you may use your Herbalism Kit to plant crops in a 20ft cube on suitable soil and while having accessibility to water.  These special crops will grow over 1 week, and they can then be harvested. These crops will provide food for up to 100 creatures for 1 week, equal to 700 rations. They would usually be sold at half the rate, providing 35C.
>
>
Mime

A human mime

A mime is a hero that is an expert in mimicing other creatures and they have minor Enigmatic abilities that are easily underestimated by others.

They provide utility with their mimicry.

## Features

### Mime training

You gain proficiency in *Deception,* *Performance and Art*. You gain the following ability:

> ***Mimic*** (1 hour) - You can perfectly mimic a person's behavior and have advantage on Deceptions checks to mimicing their voice.
>
>

### Mimic

You are able to mimic others so well, you can perform their special strikes without issue.

> ***Mimic*** (reaction, 2 mime points) - You can perfectly mimic an action made by a creature, the effect and all are invisible. You lose the amount of AP it costs for your next turn.
>
>

### Mime Wall

Using your mime abilities, you are able to create an invisible wall and no one seems to agree wether it is real or not. Exactly how you like it. You gain the following ability:

> ***Mime Wall*** (3AP, 1 mime point, concentration) - You mime an invisible wall 10 ft wide, 10 ft high and 1 inch thick, you can also mime it as a floor. The wall has and AC of 10 and 20HP. Concentration up to 1 minute, upon breaking the wall or floor disappears.
>
>

### Distraction

Using your psionics and your... art... You can distract any foe. You gain the following ability:

> ***Distraction*** (3AP, 1 mime point, concentration) - All creatures within 20 ft must make a Wisdom save to your mime save DC or be incapacitated until they take damage, make the save at the end of their turn or you stop the distraction. The distraction also stops if you break concentration or if you spend more than 1AP on your turn.
>
>

### Mime vision

It takes a mime to know a mime. You gain the following ability:

> ***Mime Vision***- You gain 30ft true sight.
>
>

### Object miming

Using your psionics and miminng, you can turn your items invisble. You gain the following abilities:

> ***Object miming*** (1 hour, 1 mime point) - You can turn one small item invisible. You lose that point unless you return the item to be visible, then you can regain it on a sleep rest.
>
>
Quartermaster

You are efficient and structured with how you pack and keep track of supplies.

* You gain 4 extra item slots in your backpack.
* While you have the responsibility of keeping track of the party’s combined inventory, you gain advantage on Intelligence saving throws. And, at the end of each long rest, if you keep track of more than 100C in the combined inventory, you gain 5C free credits.
	+ At at least 1000C this becomes 50C free credits.

“Let me keep track of your mess.”
Daro Blunt

**Daro Blunt** war ein zunächst ein Handlanger einer Piratenbande unter der Führung von Bandin Dobah auf dem Planeten Formos in der Zeit während des Galaktischen Bürgerkrieges.

## Biographie

2 VSY stahl die Piratenband Teemos Droiden R4-W9 von Godon Netakka, der eine außergewöhnliche Karte der Hyperraumroute der Region besaß. Die Gruppe von Abenteurern bestehend aus Saren, Karth und Pash rettete den Droiden. Während dem Kampf wurde die Piratenband wurde fast komplett ausgelöscht, während Bandin auf Formos an das Imperium ausgeliefert wurde.

Daro Blunt nutzte binnen weniger Tage die bestehenden Ressourcen und konnte das Netzwerk der Piraten neu aufziehen und die Führung der Bande übernehmen.

Aufgrund eines fehlenden Software-Updates musste R4-W9 nochmals nach Formos gebracht werden. Godon bat sich erneut an und wurde prompt wieder von den Piraten gefangen genommen. Diesmal waren die Abenteurer Nate Traitor, Grrumciffilmaos und Barkar weiterhelfen und Godon wurde erneut gerettet. Am Asteroiden kam es wieder zu einem Kampf und Daro Blunt wurde betäubt und von der Gruppe zurück gelassen.
Heavy Support

A human heavy support specialist

Trained in utilizing heavy and specialized weapons, they can use heavy weapons more effectively than any other soldier could.

Heavy Supports can combine tanking and damage using their bulky health, focus on spray attacks and their defensive abilities.

## Features

### Support Specialist

You gain proficiency in all fire-arms and armor. Additionally, you gain the following ability:

> ***Heavy*** - You gain two additional hit points per Heavy Support feature that your character has access to.
>
>

### Tactical Spray

Having used spray weapons and being trained to do so, you can control these weapons. You gain the following ability:

> ***Tactical Spray -***  Using the ‘spray’ action of a weapon costs half less ammo from a clip than the default. If a creature fails their saving throw to your spray, they may not take attacks of opportunity until the start of your next turn.
>
>

### Big Betty

A specialist often knows their weapons so well that they often start giving names and seeing characteristics to their weapons. You gain the following ability:

> ***Big Betty*** - You can upgrade a specialist firearm to become your specialized weapon dubbed ‘Big Betty’. You can only have one specialized weapon at a time. Only you can handle this weapon, any other creature will take 1d4 fire damage every attack or spray if they use this weapon.
>
>
> * Every ‘spray’ action used will heat Big Betty up, which increases the damage with 1 damage die for its next ‘spray’ action.
> * After a round of not firing, all these bonus dice are lost.
> * Max of 3 additional 'heating up' damage dice.
>
>
>

### Quick-Fire

Might as well just keep the trigger pulled. You gain the following ability:

> ***Quick-Fire*** - When using at least 2 AP to spray in a round, you gain an additional spray action for free.
>
>

### Heat Shield

The residual heat of your Big Betty inspires you and shields you from danger. You gain the following ability:

> ***Heat Shield*** (reaction) - When you take damage while using your Big Betty and you have at least 1 heat stack, you may convert all your current heat to gain resistance to all incoming damage until the start of your next turn.
>
>

### Heavy Advance

You have learned that a reserved and slow assault makes your presence undeniable. A heavy weapon in hands does help as well. You gain the following ability:

> ***Heavy Advance*** - When using less than half your base movement speed in a turn, you increase your AC by 2 until the start of your next turn. While benefiting from this effect, you do not gain bonuses from cover.
>
>

                                    ~ DikkBott  ( ఠൠఠ )ﾉ
Fantasy Consumables

This page handles the fantasy consumables. Please refer to Sci fi Consumables for the fantasy counterparts.

## Fantasy Consumables

### Rules

**Tactical DC:** 8 + dexterity  modifier + (if proficient; proficiency bonus)

**Biotic DC:** 8 + wisdom modifier  + (if proficient; proficiency bonus)

**Deployable DC:** 8 + intelligence modifier  + (if proficient; proficiency bonus)

**Biotic Class Points:** Total of features picked in the following classes: Combat Medic, Doctor, Herbalist and Cleric.

**Use:** It takes 3AP to use a consumable unless properties state otherwise. If the item is prepared in your belt, it does not cost 1AP to get it out of your belt, this is included in the 3AP.

**Throwable:** This item is light and easily handled. It can be thrown up to 30ft + (5 times strength modifier). Throwing this item is part of the action used to trigger this consumable

**Timed(X):** When used, it will take X round(s) before the effects are triggered. This triggers at the end of your turn in this round.

**Syringe:** A syringe can be used using 3AP on yourself or another creature within 5ft. If the creature is not willing, you must make an attack roll before the effects are applied.

**Deployed:** This item must be placed on the ground before activated, on an unoccupied tile. If you are not proficient in the category, this takes 1 whole minute instead of 3AP.

**Electronic:** Drains 1 battery per week.

### Misc

Handcuffs Come with the appropriate key. When you tie up a willing, restrained or unconscious creature with handcuffs, they can no longer use their hands until they break free. It takes a DC 25 Athletics checks to break free, or they must be helped by a creature with thieves' tools or the proper key.
Slayer of the Unknown

When near magic or technology, you have learned to act fast and decisively.

* You have advantage on saving throws invoked by a creature that is within 5ft of you.
* When a creature within your melee weapon's reach is an Enigmatic effect or using a consumable, you may make an attack of opportunity.

“I bring ruination to the wicked.”
Strikewatch Wiki

**Welcome to the Strikewatch Wiki!**
The futuristic guide to heroic, role-play, adventures

## Important articles

MutationsRacesArchetypes

*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.
Burglar

You are an expert in breaking in and unauthorized entry.

* Your Dexterity score goes up by 1 to a maximum of 20.
* You gain proficiency in Sleight of Hand.
* Once per rest, using 3AP, you can use the 'Masterful Heist' feature:
	+ You can instantly steal an item that you can see within 5ft from a creature carrying it or using it. If the creature is carrying it as a weapon, you disarm the creature to steal the item. You may make a Sleight of Hand if you wish to do so stealthily.
	+ Then, for the remainder of the turn you gain 15 extra movement speed and advantage on all Stealth and Athletics check. If the creature fails to catch you after 10 minutes, you can sell the stolen item for additional value to your nearest underworld contact.

“I seem to have let myself in...”
Quipp Nauto

**Quipp Nauto** war der Majordomus von Teemo dem Hutt zur Zeit des Galaktischen Bürgerkrieges. Dazu standen ihm teils große Befugnisse zu und er genoß das Vertrauen in engem Rahmen des Hausherrn.

## Beschreibung

Quipp Nauto besaß einen scharfen Verstand den er geschickt einsetzte und sprach seinen Herren Teemo stets respektvoll an und blieb immer an seiner Seite. Dabei war er stets in dunkle weite Gewänder gehüllt. Als Majordomus bestand seine Hauptaufgabe darin, Gästen in Teemos Palast eine Audienz zu gewähren oder zu verweigern. Dabei musste er Jabba selbst aber des Öfteren zunächst informieren und dann wieder beruhigen, bevor der Gast sein Ansuchen persönlich stellen konnte.
Cleaner

House maids, garbage disposers, cleaners and other jobs that require cleaning someone else’s mess. Expected income per workweek would be: 6C.

You gain proficiency in *a secondary skill of choice* and *Sleight of Hand*. You gain the following ability:

> ***Clean*** (3AP) - You instantaneously clean or soil an object no larger than 1 cubic foot. This destroys prints, DNA and other traces that could be used to identify you and your allies.
>
>
Inspiring Leader

our presence is inspiring to your team.

* You can spend 10 minutes inspiring your companions, shoring up their will to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and can understand you. Each creature gains temporary hit points equal to your Charisma modifier. A creature can't gain temporary hit points in this way again until they finish a sleep rest or long rest.

“We will fight for our families, friends and loved ones!”
Dark Sorcerer (Wordsmith Specialization)

A dark sorcerer is a Wordsmith that has specialized in using the arcane to warp space and light.

### Features

3

```
A Wordsmith may only pick 1 specialization.

```

**Features**
 2
 3

## Features

### Words of Shadow

You have studied words of space and light manipulations and you may add the following abilities to your spellbook.

> ***Arcane Mastery*** - Per feature picked in the dark sorcerer archetype, you gain 1 extra Spell Slot.
>
>

> ***Dark Magic*** - You can pick 1 new Word of Element, and your Words of Element list is expanded with following wordsthat you can pick from:
>
>
> * ***Darkness*** (1 Spell Slot) -  You invoke pure, consuming, darkness. Upon impact it deals 1d4 necrotic damage and it creates a 10 ft sphere of pure darkness at the impact location which lasts for 1 minute, which heavily obscures the area.
> 	+ ***Summon Word of Control effect*** - The sphere consists of the same pure darkness, creatures cannot look into the sphere from outside of the sphere. But creatures inside of the sphere can see as usual.
> 	+ ***Exploit Word of Potential effect*** - The magical darkness lasts for 1 hour instead of 1 minute.
>
>
>

> ***Warp Magic*** - You can pick 1 new Word of Control, and your Words of Control list is expanded with following word that you can pick from:
>
>
> * ***Rift*** (3AP, 1 Spell Slot) - You tear a rift into the fabric of reality, creating a rift of the appriopiate element. The rift is a 15ft circle that lasts for 1 minute. As long it is active, once per turn, you can use 1 AP or a reaction to instantly trigger a outburst on this rift, making all creatures roll a Dexterity Save or take the appriopate elemental effect.
>
>
>

### Control: Elemental Step

You gain the ability to step from one shadow into another. You gain the following ability:

> ***Elemental Step*** - You learn a new Word of Cntrol that you can cast with one of the following word of elemental (if you know these): Hydro, Fire, Darkness, Poison, Lightning.
>
>
> * ***Step*** (1AP, 1 Spell Slot) - You instantly teleport to an unoccied tile within 5 ft of an instance of the appriopiate element that you can see within 60ft.
>

### Potenial: Cutting Darkness

**Y**ou are able to see through the dark. You gain the following ability:

> ***Magical Darksight*** - You gain 60ft enigmatic darksight, which also allows you to see through heavily obscured area created by magical darkness effects.
>
>

> ***Word of Potential: Cut*** - You gain one new word of Potential which you automatically learn:
>
>
> * ***Cutting*** (1 Spell Slot) - The damage dealt by this effect is not affected by resistances or invulnerabilities.
>
>
>
Dual Wielder

You master fighting with two weapons, gaining the following benefits:

* You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
* You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
* You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

"What's better than one long sword? Two long swords!"
Ugly

You are not particularly known for beauty.

* You have disadvantage on Persuasion against creatures of your own race.
* Secondly, people want you gone, so when you succeed on a Persuasion it critically succeeds, giving you somewhat double the benefits of this Persuasion.
* Additionally, no one wants to hug you, you gain advantage skills checks made for escaping grapple.

“What is this monster, oh... it is me.”
Demolitionist

A human demolitionist

Gunpowder, C4, grenades, they are all toys in the arsenal of the demolitionist.

A demolitionist has trained in effective usage of explosives in order to destroy any structure or obstacle with great effect.

Demolitionists provide utility and big damage to their team, able to destroy the hardiest of constructions and the largest of armies.

## Features

### Explosive Training

You gain proficiency in *light weapons*, *light* and *medium armor* and in *tactical consumables*. You gain the following ability:

> ***Hoarder*** - You may carry an additional amount of consumables in your prepared item belt equal to the demolitionist features that you have.
>
>

### Short Fuse

You are known for your short fuses, literally and figuratively. You gain the two following abilities:

> ***Short Fuses*** - When throwing a tactical, you may use intelligence for the tactical DC instead of the default dexterity.
>
>

> ***Intimidating Presence*** - While wearing tacticals on you visibly, you gain advantage on any *Intimidation* checks.
>
>

### Safety Measures

Safety measures are important, either through careful attention or annoyed mumbling you have informed your allies of this. You gain the two following abilities

> ***Safety Measures*** - You and your allies have advantage to save the saving throws of your deployables, tacticals and rocket launchers.
>
>

> ***Blast Measures*** - All creatures that take force, fire or bludgeoning damage from your deployables, tacticals or rocket launchers must make a Strength saving throw to your tactical save DC or be knocked prone.
>
>

### Oxidizers

You can quickly add additional oxidizer to the explosives you handle.  You gain the following ability:

> ***Oxidizers*** - The impact radius of the effects of deployables, tacticals and rocket launchers you use is doubled.
>
>

### Aftershock

Your mastery of explosives and triggers allows you to spice them up with a secondary impact. You gain the following ability:

> ***Aftershock*** (reaction) - When you deal damage using a deployable, tactical or rocket launcher, you can use your reaction to deal additional die of damage.
>
>

### Tactical Crafter

You are able to improvise tactics using everyday materials and chemicals.  You gain the following ability:

> ***Tactical Crafter*** - Once per sleep rest, as long as you are in an urban environment and have a tinkerer’s kit, you may improvise a consumable in the tactical category, which is ready at the end of your sleep rest. The total value of the improvised item cannot exceed 10 times the amount of demolitionist features picked. These items look scrappy and will have trouble being sold. At the start of your next sleep-rest, they become unusable.
>
>
Veronica Parker

Daughter of Daniel Parker, a tech genius, high tech CEO and FBI agent, and Valerie Parker (former Wood), World wide known actress, model, and miss universe of 2025. All throughout her life, Veronica Charlotte Parker has always been in the spotlight, growing up with many expectations from her surroundings. Constantly subconsciously pressuring her to be better, smarter, prettier, have the best grades, the best hacking skills, the best acting skills, just… the best. Even though her parents love her more than anything, and do their best to tell her about their mistakes so she can learn and do better, growing up as the child of two wealthy and successful people has its perks, but also has its downsides. Being the top of her class came easy almost in every aspect, Veronica is a smart girl, not only in academics, but in life. She is always one step ahead of you, outsmarts and out-smoothes you with a sassy confident smirk on her lips. With her father’s humour and her mother’s prowess, Veronica is the kind of girl people want to be but are not, the better version. The smart, funny, pretty, confident, witty and outgoing girl. One way or another, Veronica always gets what she wants, she’s stubborn and goal oriented, the kind that does not give up easily whatsoever, sometimes even too much. Once she sets her goal on something, Veronica will do everything she possibly can to achieve it, therefore Veronica is very competitive, and absolutely hates losing, and being proven as not the best .

She is independent, she likes solving her own (and others) problems, and doesn’t like when people underestimate her or go porcelain doll on her, claiming she needs protection or anything, when she in fact disagrees. She’s an ambitious girl who makes her own decisions in life, and doesn’t like when people try to change that or make decisions for her, or decide for her how things are “supposed to be”. On that note, social norms are and always have been something she questioned, enjoying the idea of challenging them. As outgoing as she is, Veronica is also very stubborn and impatient, and doesn’t like waiting for things to happen or people to do thing, when she can just do it herself and get it over with faster. Veronica is a fun and outgoing girl, she likes to party and have a good time. Veronica enjoys spending time with her friends, going to the beach, and many other hobbies and talents. Got the skill of hacking and computers like her father, She values family over most things, and will do whatever for her family, to protect them and care for them no matter what. Born and raised in Beryl heights, Veronica now goes to the same school her parents went to, head strong in the road to becoming blue royalty, giving her best efforts in the competition, wanting to win to prove herself.
Constructor

Architects, masons, construction workers and other jobs that involve construction of various architectural designs. Expected income per workweek would be: 12C.

You gain proficiency in *Architecture* and in *Athletics*. You gain the following ability:

> ***Reinforce*** (1 minute)- Targeting any object such as windows, doors, ladders and fences, you can take objects from the nearby surroundings to reinforce the object. The object gains additional hit points equal to twice your Architectural (Intelligence) modifier. The object becomes bulletproof and provides full cover until it is destroyed. The reinforcements crumble after 24 hours, causing all reinforcements to drop.
>
>
Assassin

A mekanobe assassin

A hero that has been trained to use precision and surprise to ensure death to their enemies.

They can deal massive damage under the right circumstances, requiring them to coordinate closely with their allies and use their environment and opportunities to their advantage.

**Features**
 2
 3
 4
 5

## Features

### Assassin Training

You gain proficiency in all *martial weapons*, *long-arms*, *handguns*, *light armor*, *tacticals*.

You gain proficiency in *Sleight of Hand*, if you are already proficient, you gain expertise.

### Sneak Attack

You know how to strike subtly and exploit a foe’s distraction. You gain the following ability:

> ***Sneak Attack*** -  Once per turn, you can deal an extra 1d4 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another non-incapacitated enemy of the target is within 5 feet of it and you don’t have disadvantage on the attack roll.
> The amount of the extra damage increases as you pick more assassin features. Once you have 3 assassin features or more,  the sneak attack damage becomes 1d6. Upon picking 5 assassin features, this becomes 1d8.
>
>

### Death Incarnate

You have become a master of instant death. You gain the following ability:

> ***Death Incarnate*** - Once per turn, when you attack and hit a creature that is surprised, double the damage of your attack against the creature.
>
>

                           ~ Dikkbott （ΟΔΟ;）

### Fatal Strikes

You can strike and wound the target which will be near impossible to recover from. You gain the following ability:

> ***Fatal Strikes*** - Everytime you deal damage with a finesse or ranged weapon you can choose to lower the maximum Hit Points of the target by the amount of damage dealt until the end of their next long rest. If the target drops to 0 Hit Points when this feature is used, the target instantly dies.
>
>

### Assassinate

You are at your deadliest when you get the drop on your enemies. You gain the following ability:

> ***Assassinate*** -  You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
>
>
Researcher

You are on a quest of enlightenment, and being so you always know where to get the right sources.

* Your Intelligence score is increased by 1, up to a maximum of 20.
* When you attempt to learn or recall a piece of lore, and you do not know that information, you often know where and from whom you can obtain it.
* You may reroll any intelligence skill roll check once per sleep.

“We must look at the facts and the past.”
Marie Larson

Marie was born and raised in Norway, moving to America to start her freshman year at Cerulean. She is very proud of her heritage and will defend her home country if needed. Marie is very kind, and will help people if it looks like they need it. She’s also very loyal, and will stand up for anyone she sees being bullied, having gone through it herself. She’s also friendly, but is also shy, so that can cause issues for her. She also knows Glima, a form of Norwegian wrestling, so despite her small stature, she is not one to be messed with.
Polearm Master

You can keep your enemies at bay with reach weapons. You gain the following benefits:

* Once per turn, when you take a weapon to attack with only a glaive, halberd, quarterstaff, or spear, you can use 1AP to make a melee attack with the opposite end of the weapon dealing bludgeoning damage instead
* While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach.

"Don't forget that the weapon is the spear, not the just the sticky-end."
Beauty Specialist

Haircutters, manicurists, fashion designers and other jobs that involve making people beautiful. Expected income per workweek would be: 7C.

You gain proficiency in Art and Insight. You gain the following ability:

> ***Beautify*** (1 minute)-  Once per sleep-rest, you can make a creature irresistibly beautiful.  The first saving throw within a day that this creature invokes that would leave the target charmed is made with disadvantage.
>
>
Virtuoso

ART! MY ART TERRIFIES

* You gain proficiency in either Music, Art, Culinary or Calligraphy. These three are now marked as your Virtuoso skill.
* Once per sleep-rest, whenever you roll a check using a Virtuoso skill, you gain 1d4 inspiration for up to 1 day.

“We would be no more than animals without art and culture.”
Wizard Apprentice

You have served under a prominent wizard and learned from them. They mostly made you create a certain element endlessly, but it was good practice.

* You gain the following ability from the Wordsmith archetype:
	+ ***Cast Spell*** (3AP) - You cast a spell by uttering one known Word of Element and may add one known Word of Control and even one known One Word of Potential.
* You learn one Word of Element from the Wordsmith archetype.
* You learn two new Word of Controls:
	+ **Conjure** (3AP) *-* You target a 5ft square within 5 ft to create up to a gallon or two pounds of the appropriate element, all creatures in this area must make a Dexterity Saving throw to your Spell Casting Save DC or have the appropriate elemental impact effect trigger on them. The results of this Saving Throw replaces any saving throws possibly included in elemental effect.
	+ **Conjure Material** (3AP) - You target an unoccupied 5ft square within 5 ft to create up to a gallon or two pounds of a material that contains the appropriate element.

"Yes Timmy, this is part of the practice. Now create me 302 pounds of diamonds. You have until I go to the black market, that is three days from now!"
Weapon Training

You have practiced extensively with a variety of weapons, gaining the following benefits:

* Increase your Strength or Dexterity score by 1, to a maximum of 20.
* You gain proficiency with four weapons of your choice.
* You gain a single +1 weapon of choice upon picking this trait, you must be proficient in this weapon.

You can take this personality trait multiple times, as long you can get proficiency in new weapons.

"This is good training video!"
Mutated

You recently developed or were born with a mutation.

* You gain a random mutation. With the DM's permission you might pick this mutation. This mutation does not count towards you implant maximum.

“⛥ M̶͈̗̫̼̪̒̎ṳ̸̀́͘t̸̠̖̫͖̀a̷̢̛̓̉̄ţ̷̩͚̳̹͒̈́͐̀͐i̵͍̰̅o̵͎͆̎̍ñ̶̰̮̹̤̬͂͘ ̸͖͕̂͗̍̈́̍c̴̜̮̤͙̑͐̏ò̸̫̹̇̆̄͝m̵̢̫͍̠̣͒̋͂p̷̩̖͉̥̀͌̐l̸͔͕̈́͝ę̵͎̪̟̄̽t̵͍̺̲͔̀̀̚̕͝é̴͚̯̺̭̳͗͝ḓ̸̻̪̂͛̆ ψ”
Linguist (civilian background)

Translators, linguistic researchers and other jobs that involve studying and translating natural languages. Expected income per workweek would be: 7C.

You gain proficiency in *Linguistics*, *Calligraphy* and 2 extra languages. You gain the following ability:

> ***Encipher*** - You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your Proficiency Bonus), or they use special features to decipher it.
>
>
Corsair

A human corsair

The dread of the seas; pirates that specialize in intimidation and on-board combat.

A corsair hero provides flexible combat and utility options.

## Features

### Pirate life for me

You gain proficiency in *light* and *medium* armor. You also gain proficiency in *Naval Vehicles*, *rapiers*, *improvised weapons,* one language and *Athletics*.

You gain a swimming speed of 30ft. You gain the following ability:

> ***Dirty Fighting*** (reaction) - Up to a number time of corsair features picked, when hitting an attack using an improvised weapon, use a free 'dodge' action.
>
>

### Rope Swing

Your prefered mode of transportation; rope. You gain the following ability:

> ***Rope Swing*** (3AP) - When you have a grappling hook, rope or a whip, you can use it to swing. By using an object like a beam or a wall within 15ft, you can move up towards a space within 30ft. This ignores opportunity attacks. If you move at least 15ft this way, you can make a free weapon attack upon landing, which deals an extra damage die upon hit.
>
>

### Quick Feet

To remain quick on your feet is to survive. You gain the following ability:

> ***Quick Feet*** - After you hit a creature for the first time in combat, you gain 10ft free movement speed and the target cannot take opportunity attacks against you.
>
>

### Body Shield

Others are useful, as shields. You gain the following ability:

> ***Body Shield*** (Reaction) - When an attack is made against you, you can use your reaction to use a creature within 5ft of you as a shield. The attack is now made against them instead. If they resist, they must succeed in a Dexterity Save to your Corsair Save DC. If the target is grappled, you automatically succeed.
>
>

### Coercion

You can take an intimidating stance when negotiating a deal.

You gain proficiency in *Intimidation* and you gain the two following abilities:

> ***Unintimidated*** - You gain advantage on Intimidation checks when you and your allies are outnumbered.
>
>

> ***Coerce*** - When rolling a Persuasion (Charisma) check, you can roll Intimidation (Charisma) instead.
>
>

### Dead Men Tell No Tale

You have acquired a reputation of fear and dread, and gain the following ability:

> ***Silence of the Grave*** (reaction) - Whenever a creature with 30ft is reduced to 0 hit points, you may use your reaction to attempt to execute it. Roll an attack roll. If it hits, the creature is instantly dead. All enemies that witness this must save a Wisdom saving throw to your Corsair Save DC or be frightened of you for 1 minute and you also regain 1d4 hit points.
>
>