recursal/Fanatic-Fandom huggingface dataset:
Human

**Humans** are one of the prominent races in the *Fantasy Impromptu* series. As the dominant species on Earth, humans found their way into Vanaheim some time in the distant past, and have attempted, with varying degrees of success, to establish their presence on the continent.

## Biology

Humans are an adaptable species with a fairly robust physiology, and have internal body structures and reproductive processes typical of most bipedal mammals. Humans have been described, in comparison to other Vanir races, to possess average physical attributes: strength, dexterity, speed, although some outliers exist (e.g. Guillaume with extreme muscular hypertrophy), and can possess a wide range of physical variations within their species. Males average 1.77m in height and 74kg in weight; females average 1.65m in height and 58kg in weight. At some point in human history, however, various sub-races have co-mingled and produced offspring, producing a narrowing of recessive genetic traits such as ginger hair, or blue or green eyes.

For reasons unknown to medical science, humans are below-average natural conduits of dimensional energy (known as magic), and it is not uncommon for humans to undergo extensive, specialised training before being able to control and harness magical abilities; even then, they typically require the aid of numerous devices such as magical loci.

### Ethnicities

Due to their previous racial diversification on Earth, various humans still possess what is known as sub-races. These may take the form of pre-Vanaheim sub-races, consisting of the ethnicities of their ancestors on Earth and their various intricacies: e.g. Chinese, French, Nigerian. Alternatively, humans may adopt the ethnic classifications given by their locale on Vanaheim: e.g. Lucian, Nivian, Viridian.
Wings

*See also: Faunus*

You possess a pair of delicate wings which, while incapable of true flight, allow you to survive falls from great heights.

**Typical Faunus with this Faunus Trait:** Insectoid

**Effect:** While incapable of true flight, a Faunus with this Faunus Trait can Glide (Using the standard rules for Gliding), provided they are not denied their Dexterity bonus to their Reflex Defense, and they have enough space to maneuver.
Flutter Cake

Flutter Cake is a common Bakery Shopkin from Season Ten.

## Bio

Flutter Cake: Carefree and cheerful, I’m a Shopkin who never gets in a flap!

## Appearance

Flutter Cake is a light pink fairy cake with yellow creme. She is topped off with a dollop of whipped cream. She has fairy wings on her shoes.

## Trivia

* A fairy cake is an Australian variety of cupcake.
* Her figure's lips are often painted on large on her, while they are much smaller on her catalog art.
Sergei Kuznetsov

**Sergei Kuznetsov** is a human Nivian Blacksmith working in Fortis Lucem. He is the chief blacksmith of the Iron Cross Forge, which supplies the Order of the Iron Cross with armaments and protective gear.

He is potentially a playable character in *Fantasy Impromptu*.

## Background

Born in 1,149 AO, in Fortis Nivis, Sergei was raised by a loving set of parents who worked in an armor smithing trade. There, he had the privilege of operating a forge on his own at the age of twelve, and worked with rare materials such as Nivian steel, radiant steel and lightning obsidian.

Word of his expertise in Fortis Nivis travelled to Fortis Lucem, where Giacomo Isumbras personally invited him in 1,175 AO to be the chief blacksmith of the Iron Cross Forge.

## Involvement

### Fantasy Impromptu

Sergei acts as an old friend and mentor of Guillaume, who "has seen [him] through Initiate to Captain".
Blinded

*See also: Character Combat*

The Blinded Status Effect is a debilitating condition that renders an individual's vision mute. A Blinded individual treats all creatures as though they possessed Total Concealment from them, thus suffering a -10 penalty to all attack rolls made against them. Additionally, a Blinded character cannot use the Observe aspect of the Perception Skill, and suffers a -5 penalty to Perception checks made to Search, as well as being Flat-Footed against any ranged attacks made against them.

### Playing a Blinded Character

Being Blinded is a debilitating condition that eliminates a character's ability to see, and for some players, a character that is permanently Blinded can provide a unique roleplaying experience. If a player wishes to play as a Blinded character, they should first consult with their Gamemaster, and make sure that their condition is properly marked on their Character Sheet.

Being Blinded can allow a character to stand out in a unique way, as such a character would have difficulty performing simple tasks like reading and writing, but also possess unique strengths, such as the Improved Blind Fighting Feat and a number of special Talents.
Elf

**Elves** are one of the prominent races in the *Fantasy Impromptu* series. The term "elf" actually refers to an umbrella category of various slender, pointy-eared humanoids which share similar genetic makeup, but a slight variation in genes from humans.

Elves are natives of Vanaheim, and are one of the dominant races in various parts of the continent.

## Biology

Elves are an adaptable species with a slender and flexible physiology, and have internal body structures and reproductive processes typical of most bipedal mammals. Compared to most humans, elves are taller, have denser musculature and more lean frames. Males average 1.9m in height and 70kg in mass; females average 1.8m in height and 64kg in mass. allowing them to perform more acrobatic feats than humans can; although they lack raw strength in a physical confrontation.

For reasons unknown to medical science, elves are above-average natural conduits of dimensional energy (known as magic). Elves tend to manifest natural affinities to magic at young ages, and their society and cultures tend to revolve around, and are shaped by, the frequent use of magic. In some subcultures, the worshipping of powerful magical artifacts is not uncommon, and individuals with extreme magical mastery are usually worshipped as religious figures.

### Ethnicities

Elves interestingly have a wide variety of ethnicities or sub-races, and are heavily influenced by cultural and regional classifications to differentiate themselves from members of their species. These sub-races tend to have entirely different cultures or dominant languages compared to their counterparts. In some cases, these differences may lead to undesirable effects such as social stratification in certain Elf-centric nations.
Full-Round Actions

*See also: Character Combat*

Full-Round Actions are long, deliberate maneuvers that utilize a character's entire turn. A character can only use a Full-Round Action by forfeiting their roundly Standard Action, Move Action, and Swift Action for that turn, making this Action the only Action they take in a given round (Excluding Free Actions and Reactions).

Full-Round Action can span multiple rounds, provided that they are consecutive and no Actions (Including Free Actions and Reactions) are made between forfeited Actions. This method still requires all three types of Actions being forfeited (For example, a character cannot spend two Move Actions and a Swift Action to gain a Full-Round Action). Full-Round Actions spanning multiple rounds are initiated and concluded during the final forfeited Action.

Full-Round Actions include the following:

* Coup de Grace
* Full Attack
* Run
Enhanced Hearing

*See also: Faunus*

Your Faunus ancestry manifests itself in the form of animal ears, on top of your head.

**Typical Faunus with this Faunus Trait:** Canine, Feline, Mammalian

**Effect:** Faunus with this Faunus Trait can choose to reroll any Perception check made to Listen, keeping the better of the two results.
Faunus

*See also: Feats*

You are a member of the Faunus, and as such you receive a unique trait of your heritage.

**Prerequisite:** This Feat can only be taken at 1st level

**Benefit:** You gain both a Faunus Type and a Faunus Trait (See below). The selected Faunus Trait must be applicable to your selected Faunus Type, unless given express permission otherwise by your Gamemaster. This Feat may be selected multiple times, but may only be taken at 1st level. Each time this Feat is taken, you receive an additional Faunus Trait.

Faunus Types
 Canine
 Feline
 Insectoid
 Mammalian
 Reptilian
Tail

*See also: Faunus*

You have a tail reminiscent of your Faunus Type, granting you better balance and finesse.

**Typical Faunus with this Faunus Trait:** Canine, Feline, Mammalian, Reptilian

**Effect:** Faunus with this Faunus Trait can choose to reroll any Acrobatics check, keeping the better of the two results.
Cold-Blooded

*See also: Faunus*

Your body relies on the environment for warmth, allowing you to better survive in hot environments.

**Typical Faunus with this Faunus Trait:** Aquatic, Reptilian

**Effect:** Faunus with this Faunus Trait receive a +5 bonus to their Fortitude Defense against the effect of Extreme Heat. However, they suffer a -5 penalty to their Fortitude Defense against the effects of Extreme Cold.
Immobilized

*See also: Character Combat*

An Immobilized individual suffers a debilitating Status Effect that hampers their ability to move. Immobilized targets typically are incapacitated by way of their legs, thus making them incapable of Moving, Jumping, Swimming, or Gliding, and are considered Flat-Footed. An Immobilized individual is still free to perform any non-Movement related Actions they desire.
High Council of the High Lords

### Leader(s)

His Imperial Majesty The Sith Emperor, Sith'ari **Kwagar Ocata**His Imperial Highness Prince **Aliyo Scarlett "The Crimson Prince"**, Lord Commander of the Imperium and Lord of the Forsworn

### Title(s)

High Lord of the Imperium

"*{{{1}}}*"
—High Council of the High Lords
## Leadership

1. His Imperial Majesty The Sith Emperor, Sith'ari **Kwagar Ocata**
2. His Imperial Highness Prince **Aliyo Scarlett "The Crimson Prince"**, Lord Commander of the Imperium and Lord of the Forsworn
Atlesian Noble

*See also: Backgrounds*

Hailing from the city of Atlas, an Atlesian Noble is as blue-blooded as they come. Almost universally human, these nobles spent generations cultivating their wealth through corporations and investments in the Atlesian Military. This in turn has brought them closer to the political side of Atlas, witch they use to gain more wealth, witch they use to invest more in the military, creating a cycle of wealth that further enriches themselves. This cycle of wealth comes at the expense of their workers and the lower class, largely consisting of Faunus, giving them a reputation for ruthlessness and racism.

As society progress, the younger generation of Atlesian Nobles begins to split into pro and anti progress. The pros are usually the less wealthy, as they have less to lose and more to gain, while the older and richer nobles have no desire to change the status quo, using their wealth to squash any unions and protests by their workers.

### Background Traits

An Atlesian Noble possesses the following Background Traits:

**Ability Modifiers:** All Atlesian Nobles receive a +2 bonus to their Charisma, but suffer a -2 penalty to their Strength. Atlesian Nobles are silver-tongued, willing to do what it takes, but rarely improve on their physical prowess.

**Rich:** Atlesian Nobles come from money, and as such their starting Lien is doubled.
Disabled

*See also: Character Combat*

When a creature or character is Disabled, that individual is incapable of doing anything, despite still retaining their consciousness. When an individual is Disabled, that character cannot perform any Actions (Excluding Perception checks and speaking). A Disabled character is considered Flat-Footed, but differs from being Unconscious in that a Disabled character can still speak and observe their environment, as well as spend Aura Points that do not require movement.
Horns

*See also: Faunus*

Your head is adorned with mighty horns, allowing you to make staggering attacks against your opponents.

**Typical Faunus with this Faunus Trait:** Mammalian

**Effect:** When a Faunus with this Faunus Trait Charges, they compare their melee attack roll to both the opponent's Reflex Defense and Fortitude Defense. If the attack roll equals or exceeds both the target's Reflex Defense and Fortitude Defense, the target is Stunned until the beginning of the Faunus' next turn.
Pipsqueak

*See also: Feats*

You are unusually small for your age, allowing you to escape the notice of others.

**Prerequisite:** This Feat can only be taken at 1st level

**Benefit:** You receive a +5 bonus to all Stealth checks. However, Your Strength score is considered to be 2 points lower when determining your Carrying Capacity.
Stinger

*See also: Faunus*

Your insectoid ancestry manifests itself in the form of a poisonous stinger, giving you a dangerous weapon to employ against your enemies.

**Typical Faunus with this Faunus Trait:** Insectoid

**Effect:** As a Standard Action, a Faunus with this Faunus Trait can make a melee attack roll with a reach of 2 squares against a target's Reflex Defense. If successful, the target receives 1d6 points of Piercing damage, and the Faunus makes a second attack roll (1d20+the Faunus' Base Attack Bonus) against the target's Fortitude Defense. If the attack succeeds, the target takes 1d4 points of Poison damage each round on its turn until the injury is treated with a Treat Injury check with a DC equal to the second attack roll.
RWBY d20 Wiki

WIB RWBY d20 System (Not currently playable)

## Contents

Introduction

Character Creation

Character Sheet

Abilities

Backgrounds

Skills

Feats

Talents

Aura

Semblances

Weapon Creation

Equipment

Character Combat

The World of Remnant

Allies and Opponents

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

File:Placeholder
1H Blade

**One Handed Blade** Weapons, also known as **1H Blades**, are a melee weapon type in *Fantasy Impromptu*.

1H Blades are characterised by their lightweight nature, balanced stats, Slash damage output, effectiveness against lightly armored or unarmored targets, and the ability to inflict the Wound proc on enemies. 1H Blades, along with 1H Blunt, 2H Blade and 2H Blunt weapons, possess the unique Physical ability to Target Limbs, which changes their base proc type to Cripple and increases proc chance by 50% of its original value, at the expense of 30% of base Accuracy.

## Fantasy Impromptu

The following is a list of 1H Blades in *Fantasy Impromptu.*

### Common

**Bandit's Cutter**

**Cold Steel Broadsword**

**Iron Cross Shortsword**
Клан Изломов Времени

Клан Изломов Времени-клан Полу-КС, Полу-КП.

### Иерархия

Хранитель ВА, Наследник ВА, Исцеляющий, Следящий за временем, Защищающий ВА/Обучающий Будущее, Обучаемый Будущим,Котенок

### Территория

Пещера ВА, Игровая поляна, Лагерь, Гора судьбы

### Добыча

Мыши, белки, кролики, орлы, ягоды, пауки.

## Должности

Хранитель Временного Алмаза

Наследник Временного Алмаза

Исцеляющий

Следящий за Временем

Защищающий Временной Алмаз/Обучающий Будущее

Обучаемый Будущим

Котенок

## Состав

Хранители ВА: Лавандовая Звезда и Звездная Тайна.

Обучающие Будущее: Отблеск Искр

Защищающие ВА: Песнь Русалки

## Территрия

Пещера Временного Алмаза-Затерянный каньон

Гора судьбы- Снежная гора

Игровая поляна-Ромашковая долина

Дом kriscandy- лагерь.

Это всё на серверах Дружные разбойники и Шумное место.
Шарарам Коты Сна Вики

Привет! Ты попал(а) на Шарарам Коты Сна Вики! Есть четыре стороны Котов Воителей: Обычные Коты Воители((ОКВ)КВ), Коты Сна(КС), Воители Радиации(ВР), Коты Прошлого(КП). Обычные Коты Воители((ОКВ)КВ) - РПшники, Коты Сна(КС) - Полу-РПшники, Воители Радиации(ВР) - НонРПшники по Котам Воителям, но по Воителям Радиации РПшники, Коты Прошлого(КП) - Полу-РПшники по Котам Воителям и Котам Сна, но по Котам Прошлого РПшники. Эта вики о Котах Сна. Ну, на этом всё. Удачи!

## **Племена Котов Сна**

Клан Защитников Сна

Племя Вселенной(Полу Коты Сна, полу Обычные Коты Воители)

Клан Изломов Времени(Полу Коты Сна, полу Коты Прошлого)

## **Статьи**

Клан Защитников Сна

Фанфики

Племя Вселенной

Луна

Вселенночка

Клан Изломов Времени

Мерцающая

Суд

Главы Суда

Законы и традиции

Ангельское Крыло(Нэтсуми)
Backgrounds

People don't come from nowhere. When creating a character, one of the most important aspects is that character's past. Where they a blue-blooded noble? An underworld pickpocket? Or just an everyday street rat? Backgrounds represent a character's upbringing, culture, and early life. By selecting a Background, you are choosing your character's past and experiences.

### Selecting a Background

When selecting a Background, they generally consist of two parts: a homeland, and a past (For example, a Mistral Upper Class or a Vacuo Dust Rat). Backgrounds fundamentally serve three purposes: determining a character's starting Ability modifiers, their Background Traits, and providing that character with a basic story-based background.

A Background is not the sole indicator of a character's past, indeed, most adventurers tend to deviate from the norm. While most consider an Atlesian Noble to be a stuck up human racist, characters such as Weiss and Winter Schnee have shown that the norm is not always the rule. A character is whatever the player makes of them, and are limited only by their own imagination.

## Background Traits

An important aspect of a Background is their Background Traits. A Background Trait is a unique ability that can only be obtained through a character's Background. These Background Traits represent the skills a character has obtained prior to their life as an adventurer.

**Faunus**- You are a Faunus, and possess an animal trait that you can use to your benefit. You gain the Faunus Feat as a bonus Feat.

* Faunus Rebel
* Faunus Runaway
* Menagerie Faunus

**Rich**- Your family is extremely wealthy, and as such your starting Lien is doubled.

* Atlesian Noble
* Mistral Upper Class

**Street Smart**- You grew up in the streets, whether by choice or by circumstance. Do to your experience, you can reroll any Deception check, but the result of the reroll must be accepted, even if it is worse.

* Mistral Lower Class
* Vacuo Dust Rat
* Vale Street Rat
Claws

*See also: Faunus*

You possess razor-sharp Claws, which you can use to enhance your Unarmed attacks.

**Typical Faunus with this Faunus Trait:** Canine, Feline, Mammalian

**Effect:** Faunus with this Faunus Trait treat Unarmed damage as Slashing damage, and their Unarmed damage dice increase by one step (1d4 to 1d6, 1d6 to 1d8, etc).
Клан Защитников Сна

Целитель: Ангельское Крыло (сокр. Нэтсуми), (Искорка7845)

### Должности

Хранитель, Хранительница. Наследник, Наследница. Защитник, Защитница. Королева. Старший, Старшая. Котёнок. Начинающий, Начинающая. Учитель, Учительница. Лекарь.

### **Иерархия Клана Защитников Сна**

Хранители: Луна(МаринетДеПен)

Наследники: Мерцающая(алиас12549)

Целитель: Ангельское Крыло(Искорка7845)

## **Состав Клана Защитников Сна**

### **Состав Клана Защитников Сна**

Луна(МаринетДеПен), Мерцающая(алиас12549), Снежная(хомко ленд), Цветущая Ромашка(Тайниона), Страж(дубль 20), Звездная Пыль(дочь неба2), Вересковая Щель(Фаризза), Ореховая Бездна(Арина Пинки), Голубика(Ветка КВ), Вселенночка(Кэтти12000), Соцветие Розы(дашша2021), Крылышко(Малинка\_КВ), Ангельское Крыло(Искорка7845), Грозовая Туча(Искорка7845).

### **Должности котов Клана Защитников Сна**

Хранители: Луна(МаринетДеПен).

Наследники: Мерцающая(алиас12549).

Целитель: Ангельское Крыло(Искорка7845).

Защитники: Снежная(хомко ленд), Цветущая Ромашка(Тайниона), Страж(дубль 20), Звездная Пыль(дочь неба2), Вересковая Щель(Фаризза), Ореховая Бездна(Арина Пинки),Голубика(Ветка КВ), Крылышко(Малинка\_КВ), Грозовая Туча(Искорка7845).

Котята: Вселенночка(Кэтти12000).

Начинающие: Соцветие Розы(дашша2021).

## **Должности Клана Защитников Сна**

### **Должности Клана Защитников Сна**

Хранитель, Хранительница. Наследник, Наследница. Защитник, Защитница. Королева. Старший, Старшая. Котёнок. Начинающий, Начинающая. Учитель, Учительница. Лекарь.

### **Понятия Должностей Клана Защитников Сна**

Хранитель-Предводитель, Хранительница-Предводительница. Наследник-Глашатай, Наследница-Глашатая. Защитник-Воитель, Защитница-Воительница. Старший-Старейшина, Старшая-Старейшина. Начинающий-Оруженосец, Начинающая-Оруженосец. Учитель-Наставник, Учительница-Наставница. Лекарь-Целитель, Лекарь- Целительница. Котёнок-Котёнок, Королева-Королева.

## **Территория Клана Защитников Сна**

### **Территория Клана Защитников Сна**

Песчаные Горы((Лагерь)Затерянный Каньон).

## **Вера Клана Защитников Сна**

### **Понятия Вер Клана Защитников Сна**

Лунное Королевство-Звёздное Племя, Город Кошмаров-Сумрачный Лес.
Dead

*See also: Character Combat*

A Dead character is an individual who has received so much damage that they are incapable of healing. This Status Effect is achieved after an individual has their Hit Points reduced to a negative number of Hit Points equal to their Constitution score (For example, a character with a Constitution score of 13 changes from being Unconscious to being Dead when their Hit Points fall to -13). A Dead character is different from an Unconscious character in that a Dead character cannot be healed, except through the use of the Revive aspect of the Treat Injury Skill (See below).

### Reviving a Dead Character

A character with at least 5 Skill Ranks in the Treat Injury Skill can attempt to use the Revive aspect of the Treat Injury Skill within 1 round of the character's Death (That is, until the Dead character's next turn). The healer must succeed on a Treat Injury DC equal to 15 + the number of negative Hit Points possessed by the Dead character (For example, a Dead character with -14 Hit Points must be revived with a Treat Injury DC of 29).

A character revived through the use of the Revive aspect of the Treat Injury Skill is restored to 0 Hit Points, but remains Unconscious, and must attempt to regain consciousness as normal (See Unconscious for more details).
Ancient Fortresses

The Ancient Fortresses are longstanding nation states within Vanaheim, that have previously served as the strongest political forces in the past several millenia in Vanaheim.

## Overview

At present, there are eleven Ancient Fortresses, although only ten remain inhabited to date:

1. Fortis Argentum
2. Fortis Aurum
3. Fortis Ferrum
4. Fortis Ignis
5. Fortis Lucem
6. Fortis Marmoreum (abandoned)
7. Fortis Nivis
8. Fortis Oceanus
9. Fortis Ventum
10. Fortis Viridis
11. Fortis Vitreis
Ангельское Крыло (Нэтсуми)

### Цепь Имён

Ангелочек-Ангельская Лапка(сокр. Нэтсуми) - Ангельское Крыло (сокращенно Нэтсуми)

### Луны

23.5 лун

Ангельское Крыло (сокр. Нэтсуми)- лекарь КЗС.

## Внешность

Сама кошка белая, чуть больше среднего размера, у нее есть большие белые крылья. Может убрать крылья когда они не нужны. У нее гетерохромия: один глаз светло-голубой, иногда кажется что белый, другой темно-синий, иногда кажется что черный. Это значит, что в мире равновесие между Светом и Тьмой. Когда победила тьма, у нее черные глаза. Когда победил Свет, у нее светло-светло голубые глаза.У нее обычный розовый нос. Подушечки на лапах тоже розовые. Шерсть пышная, кончики хвоста и ушей черные.

## Характер

Легко взбесить, ответственная, добрая, заботливая.

## В шарараме

в Шарарвме она KittyAnime, Искорка7845, StarИsкорка7.
Временной Алмаз

Временной Алмаз (ВА)- самая драгоценная вещь в КИВ.

## Хранители

Хранительница ВА- по книге Деймосс, а по КИВ- 2 храниетльницы- Лавандовая Звезда и Звездная Тайна.

## Для чего предназначен?

Для того, чтобы путешествовать во времени

## Интересные факты

* в "Котах прошлого" Апельсиноцапка и Хвойнолистая воспользовались алмазом чтобы вызволить Алохвостку из прошлого.
Мерцающая

Мерцающая - Наследница Клана Защитников Сна

## **Биография**

Мерцающая встретила Клан Защитников Сна случайно. Она по незнанию охотилась на их территории. После, она наткнулась на дневной патруль. Коты из дневного патруля заметили что она хороший воин (дерется хорошо). Они спросили её к какому племени она принадлежит. Мерцающая ответила что будет говорить только с предводителем, и дневной патруль отвёл её в Лагерь Клана Защитников Сна. В Лагере, она познакомилась с Луной, и сказала что хочет вступить в их клан. Луна согласилась, несмотря на то что почти ничего не знала об этой кошке. Своё старое племя Мерцающая до сих пор скрывает. Хотя верно и преданно служит племени, и подружилась с Луной - хранительницей КЗС. Благодаря этой службе, после того как она стала Защитницей, и Старшей Защитницей, Луна сделала ее своей Наследницей.

## **Внешность**

Светло-рыжая кошка с зелеными глазами, и коричневым кончиком хвоста и ушей.

## **Характер**

Добрая, любит поностальгировать, дружелюбная, храбрая, строгая. Иногда бывает резкой.
Free For All

## Rochester

Team Free For All (TFFA) is played in Arena 2 and Solo Free For All (FFA) is played in both arenas.

FFA is played with 7 or fewer players, while TFFA is played with 8 or more players. Players earn 500 points if you successfully tag other players, and lose 25 points if you got tagged. If you tag a teammate, you both lose 25 points. This is a low intensity game and sometimes called Old Style or Traditional laser tag.

In TFFA, both teams start at their recharge station, and in FFA, players can start at any available recharge station. The recharger will activate each player. During the game, players will not need to return to their recharger unless they are penalized.

While playing, if you are tagged, your vest will be disabled and will say "Shields Up". During this time, you cannot fire your phaser or be tagged by other players. After 3 seconds, the shield will be deactivated, and you will be able to tag other players once again.

Once the game ends, the vests will dim, and blink for 30 seconds before deactivating.

Each session is made up of 4 five- or six-minute games. The team with the highest score at the end of each game is the winner.

## Strategy

#### Sneak Adaptive Strategy: By Point

Round 1 and 2: Sneak up on people, shoot them, then walk away. Analyze how they react.

Round 3: Adapt to use their reaction as their weakness

Round 4: Let your inner beast loose but follow rules too.
Spy Mode

This is a special mode that can be activated by holding the trigger for 3 seconds, not touching any other buttons. A menu will appear, showing a variety of powers. One of them will be Spy Mode.

Spy mode will change a player's vests to the opposing team’s color. For example, a player on the green team who activates spy mode will turn red. When the player fires their phaser, they will flash their true color for a split-second.

There are two ways to identify a player in spy mode. The first way is to look at the screen on the back of their phaser. The text on the screen will always stay their original team's color during the game. The second way is if someone on your team is on spy mode and you tag them, their vests won’t emit a white flash.

Players are activated with a set number of laser pulses and energy units as well as with a timer. If a player runs out of laser pulses or energy units or if the timer reaches zero, the player will be deactivated and must recharge. The amount of laser pulses and energy units varies per game mode.

This mode is used in the following games: Base Recharge, Domination, Headquarters

See also: Bonus, Rapid Fire, Deactivator
Memberships

There are two memberships for Lasertron, Silver, and Gold. They both offer free benefits which include discounted foods and drinks, discounted arcade prices or free arcade time (tickets won't be awarded). The silver membership offers one free game every day, while gold membership offers two free games every day. To find more information about memberships and benefits, visit https://lasertron.us/
Lasertron Manufacturing

Lasertron was founded on September 23, 1986 by Jim and Steve Kessler and their equipment was first sold in 1992. The most current version of the hardware that is being produced is version LT-12.9 which is the system in use in the Sport arena in Rochester.

Each generation of the hardware has maintained the same basic design - the vests have lasers that tag sensors on the other vests. The game computer starts and ends the game as well as keeps score. In newer versions of the hardware, players can also receive score cards that show their performance.

Generations LT5-LT7 featured a bright plastic vest made in each team's color. LT 8-LT10 feature more streamlined designs with colored plastic covering the vests. LT11 and LT12 feature neutral color vests that change the player's color when activated. This allows the same vests to have different colors depending on the game mode being played. In addition, the LT12 vests feature a colored laser that matches the color of the default team that vest corresponds to.

Generations LT5-LT11.5 featured an LED readout on the top of the vest's front sensor. This readout showed players their score and remaining laser pulses and energy units. Generations after the LT-11.5 phaser featured a full color screen that shows the same information.

Below are photos of several generations of equipment. Click on a picture for a larger version.
Bonus Mode

This is a special mode that can be activated by holding the trigger for 3 seconds, not touching any other buttons. A menu will appear, showing a variety of powers. One of them will be Bonus.

Bonus mode gives players 3x the value of points per tag. If you tag someone, normally you will get 40 points, but in Bonus Mode you will get 120 points.

   To identify someone on Bonus, the front and back of their vests will flash red, green, and blue. Their shoulders will, however, retain their normal team color.

Players are activated with a set number of laser pulses and energy units as well as with a timer. If a player runs out of laser pulses or energy units or if the timer reaches zero, the player will be deactivated and must recharge. The amount of laser pulses and energy units varies per game mode.

This mode is used in the following games: Base Recharge, Domination

See also: Rapid Fire, Spy, Deactivator
Arena 1

An image in Arena 1 showing the green team's side.

## Details

Arena 1 is the active laser tag arena at the Rochester Lasertron location. Formerly known as the Sport Arena, Arena 1 has been through one major renovation since Lasertron first opened. There are ramps located on each corner of the arena and in the center, and there is 1 recharger per team. There are 17 sectors and 8 bases total, with the bases doubling as sectors depending on the game modes. In addition, there are 20 target medallions throughout the arena that are currently unused.

## Game Play

Before the game begins, the referee leads players into the briefing room to watch a short video explaining the rules and type of game being played. When the video ends, the referee explains any additional information required for the game, then assigns each player vest’s number.

The players all start at their team's recharger. In the pre-game, where the gamemode, sectors and bases are being loaded, the rechargers will flash a yellow light to activate the players and to tell the players the game is about to start. Once the game starts, the rechargers start flashing the team's color and activate all of the players. Any sectors or bases being used light up the appropriate team's color. Any unused sectors turn purple and display “Sector Inactive” or "Base Inactive" on the TV. They will still show the timer, team points, and the map of the arena.

The LED lights on the wall near each team's recharger will change colors depending on which team is leading - either red or green. If the score is currently a tie, the lights are yellow. These lights also flash the winning team's color at the end of the game. In addition, the TVs located throughout the arena display "Red Team Wins!", "Green Team Wins", or "It's a Tie!" depending on which team wins the game.

The majority of games in this arena use special modes. To use these modes, hold the trigger in for three seconds without pressing any other buttons. Once the menu appears, continue holding the trigger in while using the left button to scroll down and the right button to scroll up. Once your desired mode is highlighted, release the trigger. This will activate a short loading sequence before your vest automatically enters your selected mode. The modes that are currently in circulation in most games include Bonus, Hyper Fire, Spy, and Blaster.

The games played in this arena include Base Recharge, Headquarters, and Battle Royale. The arena is capable of playing Solo Free For All, King of the Hill, and Domination although they are currently not played.
Historia logotypu ATM Rozrywka

20 lutego 2012 - 15 kwietnia 2012

Logo ATM i przyklejony napis Rozrywka TV na niebieskim tle. Na ekranie logo półprzezroczyste.

16 kwietnia 2012 - 31 lipca 2012

Logo podobne do poprzedniego. Rozrywka TV doczepiony na dolną część loga, logo ATM nie wychodzi zza tła i całe logo jest okręcone w lewo. Na ekranie logo półprzezroczyste i szare.

1 sierpnia 2012 - 24 lutego 2021

Pomarańczowy prostokąt z białym napisem "atm", poniżej szary napis "ROZRYWKA". Logo na ekranie było kolorowe, białe i półprzezroczyste.
Zombie

This game is played with 8 or more players in both arenas in Rochester and in Buffalo. A small number of players start each game as zombies. The object of the game for zombies is to tag and infect humans by reducing their energy units to zero. The humans try to defend themselves and survive the game. Any humans that run out of energy units or laser pulses instantly become zombies.

The humans are green and start at the green team’s recharger. Once the game starts, the recharger will activate each human with 20 energy units and 300 laser pulses (30 energy in Arena 1). The human’s recharger is only active for 15 seconds. After this time, humans are not able to recharge. When a human’s laser pulses or energy units run out, they become a fully charged zombie.

The zombies start at the red team’s recharger. When the game starts, the recharger activates each zombie with 10 energy units and 70 laser pulses. Zombies are able to recharge throughout the game. The zombie recharger also attacks any human players who stand too close and is capable of turning humans into zombies.

Each session is made up of 6 four-minute games. At the beginning of each game, the computer picks new players to start as zombies. These players are indicated with a red color behind their name on the TVs at each recharger.
Elimination

## Rochester

*This game is only available by special request.*

Elimination is a game mode that is played in Arena 2. When there are 2-7 players, a solo elimination game is played where every player is on their own. In games with 8-36 players, team elimination is played where players are divided into two teams. The team that scores the most points or eliminates all of the other team's players first is the winner.

Each player starts the game with 300 laser pulses and 7 energy units. If you run out of either, you must return to your team's recharger to wait for the next game. You earn 500 points if you successfully tag other players, and lose 50 points if you got tagged. If you tag a teammate, you both lose 50 points.

Both teams start at their recharge station. When the game starts, the rechargers are active and able to charge players for 15 seconds. Players are not able to recharge after this time.

While playing, if you are tagged, your vest will be disabled and will say "Shields Up". During this time, you cannot fire your phaser or be tagged by other players. After 3 seconds or more, the shield will be deactivated and you will be able to tag other players once again.

Each session is made up of 6 four-minute games. The games end after time runs out or when one team is completely eliminated.
Super Rapid-Fire

*Not to be confused with the phaser feature Rapid fire*

This is a special mode that can be activated by holding the trigger for 3 seconds, not touching any other buttons. A menu will appear, showing a variety of powers. One of them will be Rapid Fire.

   Super Rapid Fire lets players fire 8 times per second. Players are activated with a set number of laser pulses and energy units as well as with a timer. If a player runs out of laser pulses or energy units or if the timer reaches zero, the player will be deactivated and must recharge. The amount of laser pulses and energy units varies per game mode.

The default rate of fire is 3 rounds per second (RPS), but can be altered in the config menu.

This mode is used in the following games: Base Recharge, Domination, Headquarters

See also: Bonus, Spy, Deactivator
Domination

* *Please note Domination is still developing and this article can quickly get out of date.*

## Rochester

   In this game mode, players are divided into 2 teams. The object of the game is to score points by tagging players and by taking control of the opposing team's sectors. To take control of a sector, players must stand under the blue sensor in the center of the sector. The sector will then change to the controlling team's colors. Sectors are worth more points the closer players go to the opponent's base. Players score 40 points every time they tag another player and lose 5 points when tagged. If a player tags their teammate, they both lose 5 points.

In this game mode, both teams will start at their recharge station. Players are activated with 60 laser pulses and 15 energy units. If they run out of either, they must return to their recharger to recharge.

There are 11 sectors total, 4 in the corners of the arena, 4 on upper level, and 3 in the center area. More sectors are activated in games with more players. In games with under 10 players, the center 3 sectors are active. In games with 10-20 players, the center 3 and upstairs 4 sectors are activated. In games with 21-40 players, all 11 sectors are activated.

In this game mode, players have four special modes to choose from and each can only be used once per round. The current modes are: Spy, Rapid-fire, Deactivator and Bonus.

Each session is made up of 4 five- or six-minute games. The team with the most points at the end of the game is the winner. At the end of the game, the sectors and walls flash the winning team's color.

See also, Headquarters and King of the Hill
Grand Moff

**Grand Moff** was the title given to the Regional Governors of Oversectors. These sectors, also called *Priority Sectors*, were locations that were of special interest to the Emperor.

The system was used by a number of governments: Odile Vaiken was the first Grand Moff of the Sith Empire, and Xehanort Wullf D'Venables was one of the Grand Imperium of the Sith Grand Moffs back when it was known as the Grand Imperial Order.
Bases

* *Not to be confused with a game Team Base Recharge*

Bases come in many forms, but the bases in the Sport Arena in Rochester look like an arched doorway, with colored lights indicating which team it belongs to. On the top of each base, there is a Y shaped target that lights up the corresponding team's color. When you tag it, it will emit a subtle white light and make an explosion noise. On the side of a base, there is a TV that shows you the arena map, team points, time remaining and the amount of points you get each time you tag the base.
Rapid Fire (Phaser Feature)

*Not to be confused with a Special Mode: Super Rapid-Fire*

This is a feature that lets players fire rapidly simply by holding both red buttons and pulling the trigger at the same time. In free for all games, using rapid fire allows players to tag more players without pressing down the trigger repeatedly. In games with recharging, it has the same effect but running out of laser pulses requires players to recharge before they can continue tagging players and other sensors.

The default setting is 2 rounds per second (RPS). This can either be changed to 1 RPS or 3 RPS in the config menu.
Deactivator

This is a special mode that can be activated by holding the trigger for 3 seconds, not touching any other buttons. A menu will appear, showing a variety of powers. One of them will be Deactivator.

   Deactivator lets players deactivate other players with a single tag. Because this is a powerful mode, players only have a small number of laser pulses and energy units in this mode as well as with a short timer. If a player runs out of laser pulses or energy units or if the timer reaches zero, the player will be deactivated and must recharge. The amount of laser pulses and energy units varies per game mode.

This mode is used in the following games: Base Recharge, Domination, Headquarters

See also: Bonus, Spy, Rapid Fire
Historia logotypu TVP Historia

3 maja 2007 - ????

Złote logo TVP, a pod nim stylizowany złoty napis "HISTORIA". Od 3 maja 2007 do 31 października 2014 logo na ekranie było kolorowe, a od 31 października 2014 do dziś logo na ekranie było przezroczyste, zaś od 11 listopada 2018 do dziś logo na ekranie zawiera białą część nazwy "sto" w słowie "HISTORIA", a podczas żałoby narodowej zmienia kolor loga na czarny.
King of the Hill

## Rochester

   In this game mode, players are divided into 2 teams. The object of the game is to score points by tagging players and by taking control of the active hills in the arena. To take control of a hill, players must stand under the blue sensor in the center of the hill. The hill will then change to the controlling team's colors. There are between 1 and 3 hills active at a time during the game. Inactive hills turn purple and active hills start blue, then change to a controlling team's color.

After 45 seconds, the active hill or hills deactivate and a new set of hills become active. On the monitors at each hill and on the recharger displays, a timer shows players how much time there is before the next set of hills activate. Controlling a hill will score 100 points per second for your team. Players score 40 points every time they tag another player and lose 5 points when tagged. If a player tags their teammate, they both lose 5 points.

In this game mode, both teams start at their recharge station. Players are activated with 60 laser pulses and 15 energy units. If they run out of either, they must return to their recharger to recharge.

There are 7 hills total: 4 on upper level and 3 in the center of the area. The 4 in the corners of the arena were originally activated but have since been disabled. Active hills are indicated at each team's recharger and on the monitors at the active hills.

In this game mode, players have four special modes to choose from and each can only be used once per round. The current modes are: Spy, Rapid-fire, Deactivator and Bonus.

Each session is made up of 4 five- or six-minute games. The team with the most points at the end of the game is the winner. At the end of the game, the hills and walls flash the winning team's color.
Projekt: GDTV

Projekt: GDTV był kanałem, którego start planowano na 31 października 2013 roku.

Jego ramówka miała składać się w głównej mierze z materiałów dotyczących gry Geometry Dash. Miały pojawić się poradniki m. in. jak budować poziomy, czy jak po prostu być lepszym. Tuż przed jego startem jeden z wozów transmisyjnych miał wypadek. Wszyscy zginęli na miejscu.

Początkowo start przełożono na 17 listopada 2013, ale ostatecznie zaniechano dalszego rozwoju. Jedynym archiwum własnym było kilka materiałów nagranych wcześniej i przedstawione w artykule logo (zrekonstruowane na podstawie oryginału).

Na razie nie wiadomo, czy stacja ma w planach powrócić, ale niestety na to się nie zanosi.
Bilard - koszykówka

Na stole bilardowym przy środkowej łuzie umieszczona jest miniatura kosza do koszykówki, naprzeciwko kosza wyznaczona jest linia wolnego rzutu. Uczestnik musi ustawić cztery bile kolejno za wyznaczoną linią. Zadanie polega na uderzeniu kije bili w taki sposób, aby bila podskoczyła i wpadła do kosza. Każdą bilę można uderzyć tylko raz.

Konkurencja nie zostanie zaliczona, jeśli przynajmniej trzy bile nie wpadną do kosza. Nie ma limitu czasu.
Jesień 2008 w TVN

Jesień 2008 w TVN

Dzień dobry TVN (od 23 sierpnia codziennie o godzinie 8:30)

Rozmowy w toku (od 1 września)

Sędzia Anna Maria Wesołowska (od 1 września)

Sąd rodzinny (od 2 września)

Brzydula (nowy serial) (od 6 października od poniedziałku do piątku o godzinie 17:55)

Detektywi (od 1 września od poniedziałku do piątku o godzinie 18:25)

Na Wspólnej (od 1 września od poniedziałku do czwartku o godzinie 20:10)

W11 - Wydział Śledczy (od 1 września od poniedziałku do czwartku o godzinie 20:45)

Szymon Majewski Show (od 1 września w poniedziałki o godzinie 21:30)

Teraz my! (od 1 września w poniedziałki o godzinie 22:35)

Twarzą w twarz (od 2 września we wtorki o godzinie 21:30)

Kuba Wojewódzki (od 2 września we wtorki o godzinie 22:30)

You Can Dance - po prostu tańcz! (od 3 września w środy o godzinie 21:30)

Pascal: po prostu gotuj! (od 6 września w soboty o godzinie 10:55)

Superniania (od 7 września w niedzielę o godzinie 17:00)

Milionerzy (od 6 września w soboty i niedzielę o godzinie 18:00)

Niania (od 6 września w soboty o godzinie 20:00)

Mam talent! (nowy program) (od 13 września w soboty o godzinie 20:35)

Taniec z gwiazdami (od 7 września w niedzielę o godzinie 20:00)

Teraz albo nigdy! (od 7 września w niedzielę około godziny 22:00)
Historia logotypu Canal+ Domo+ (dawniej Domo i Domo+)

20 września 2008 - 10 listopada 2011

Różne kształty tworzące napis "DOMO", litera "D" tworzy prostokąt i półkole, litera "O" środkowe i końcowe dwa półkole, a litera "M" przycięte trójkąty. Całe logo w kolorze różowym, pomarańczowym, czerwonym, zielonym, żółtym i niebieskim.

11 listopada 2011 - 31 sierpnia 2014

Czarny prostokąt z trójwymiarowym turkusowym prostokątem i białym napisem ,,DOMO+'', napis ,,DOMO'' był podobny do logotypu z lat 2008-2011. Logo na ekranie było kolorowe i półprzezroczyste.

1 września 2014 - 14 kwietnia 2021

Szary prostokąt przycięty turkusowym kwadratem i białym napisem ,,Domo+''. Logo na ekranie było kolorowe podczas programów, a półprzezroczyste podczas reklam.

15 kwietnia 2021 - ????

Czarny prostokąt z białym napisem ,,CANAL+'', poniżej turkusowy prostokąt z białym napisem ,,DOMO''. Logo na ekranie półprzezroczyste.

Od 20 września 2008 do 10 listopada 2011 i od 25 listopada 2011 do dziś logo na ekranie znajdowało się w prawym górnym rogu, a od 11 listopada 2011 do 24 listopada 2011 logo na ekranie znajdowało się w lewym górnym rogu.
Historia logotypu AXN Crime i AXN Sci-Fi

AXN Crime

29 maja 2006 - 31 sierpnia 2009

Trzy szare strzałki, a w tle logotyp AXN oraz stylistyczny ciemnoczerwony napis "CRIME".

1 września 2009 - 24 października 2011

Logo poprzednie, tyle że logo AXN zostało powiększone.

25 października 2011 - 30 września 2013

Logo AXN, a pod nim stylistyczny ciemnoczerwony napis "CRIME", a na nim metalowa litera "X".

AXN Sci-Fi

29 maja 2006 - 31 sierpnia 2009

Srebrny łuk tworzące literę "S", a w tle logotyp AXN oraz stylistyczny zielony napis "SCI FI".

1 września 2009 - 19 kwietnia 2010

Logo poprzednie, tyle że logo AXN zostało powiększone.

20 kwietnia 2010 - 30 września 2013

Logo AXN, a pod nim stylistyczny zielony napis "sci fi".

Logo na ekranie było półprzeroczyste podczas reklam, zapowiedzi i żałoby narodowej.

Od 1 marca 2008 do końca istnienia stacji logo było używane podczas reklam i zapowiedzi, od 1 marca 2008 do 28 lutego 2010 kolorowe logo było używane podczas reklam i zapowiedzi, od 1 marca 2010 do końca istnienia stacji półprzezroczyste logo było używane podczas reklam i zapowiedzi, a od 29 maja 2006 do 29 lutego 2008 nie było używane logo ekranowe podczas reklam i zapowiedzi.
Jesień 2020 w JPTV Timik

Jesień 2020 w JPTV Timik

Ekipy w akcji (od 31 sierpnia od poniedziałku do piątku o godzinie 16:15)

Policjanci (od 6 września w niedzielę o godzinie 15:00)

Strażacy (od 12 września w soboty o godzinie 20:25)

Ratownicy (14 września w poniedziałki o godzinie 13:45)

Sąd karny (od 1 września od poniedziałku do piątku o godzinie 14:45)

Rozwód (od 1 września od poniedziałku do piątku o godzinie 19:00)

Kosmiczny wykop (od 27 września w soboty i niedzielę o tej porze)

W30 - Wydział Policyjny (od 1 września od poniedziałku do piątku o godzinie 18:30)

Szpitalny Oddział Ratunkowy (od 1 września od poniedziałku do piątku o godzinie 15:45)

Szkoła życia (od 1 września od poniedziałku do piątku o godzinie 17:30)

Biuro detektywistyczne (od 1 września od poniedziałku do piątku o godzinie 16:45)

Milionerzy (od 1 września codziennie o godzinie 20:00)