recursal/Fanatic-Fandom huggingface dataset:
Aluentian Islands Agreement

**Aluentian Islands Agreement**

**Agreement**

With the conclusion of the 3rd Anglo-Spanish war, there was a series of agreements between the Spanish, Russian, and British diplomats. One of those was the Aluentian Islands Agreement. Prior to the war, Russia had held the territory of Alyaska in north America. However, Russians had been forced with exception to some of the Islands in the Aleutian Island Chain, and St. Lawrence Island which was heled. The Ruso-British boarder was redrawn between Akun Island, and Unimak island. The boarder islands would grow to become militarized and entrenched in the years to come. Other conditions of the agreement stipulated that a 15 year Non aggression pact be put in place. The agreement was signed was signed by the British Prime Minister, the Russian Czar, and the Western Canadian Diplomat.
Lictor

The formidable scout and assassin of the Hive.

Lictors are a very lethal stealth focused species of Tyranid that will often kill most targets that they find alone. They are also useful in capturing converts and victims for producing rippers thanks to their rapid speed.

## Stats

Health: 325

Biomass Gain Rate: 10

Move Delay: 4

Can ventcrawl.

Loses biomass when damaged by fire.

## Starting abilities

* Devour Mind: Can be used on a dead or incapacitated target. It will take 24 seconds to take the brain out of the target’s body (it will deliver brain damage every 3 seconds). Upon completion, the Lictor will be able to understand the language of the consumed brain, will receive 500 biomass and will heal 50  brute, 50 burn and 50 oxygen damage.

## Evolutions

Lictor evolutions cost 800 each.

1. Hide: This grants the free ability to the Lictor to hide underneath objects in the same way as a larva.
2. Night vision: This grants the Lictor permanent night vision for three tiles.
3. The third Lictor evolution can either grant:
	1. Toughened Carapace: Brute Armour 7
	2. Enhanced Speed: Move Delay 4
4. The fourth Lictor evolution grants:
	1. Regrowth (500): Heals 50 brute damage, 50 toxin damage and 50 oxygen damage over 5 seconds.
	2. Grab Improvement: Grabbing a target has an 85% chance to push them over.
5. Adrenaline Glands ability (500): For nine seconds:
	1. Cannot be shot but will randomly move tile to dodge.
	2. Immune to disarming, cannot be pushed.
	3. Move delay decreased by 1.
6. Piercing Attacks (2500): For 25 seconds, attacks will be piercing, which means that each attack gives 45-65 organ damage and ignores armour.
7. Harvest Rate increases: Biomass gain rate is increased to 20.
Eyline Avari (Admiral)

Admiral ***Eyline Avari*** is the commanding officer of a small fleet of ships in orbit around Keto / Planet X, supporting the Pasiphae Project from 2113 to 2119.

A careful and thorough person, Eyline pays close attention to aspects of her ship, fleet, and crews. She gets upset at those who are careless or miss important details, including herself.

Eyline maintains a fit body through regular combat training, which she recognized as necessary in the case of boarding or ground skirmishes. She is a very good tactician, and regularly runs combat simulations to hone and perfect strategy.

Most sexual situations Eyline finds herself in are unwanted. If she can, she will attempt to fight back. After the encounter, if the other party is hostile, she will attempt to kill or subdue them. If they are non-hostile, she will be very mad at them.

Admiral Avaris Psychological Profile

1. ↑ [1]
Guide to Adeptus Mechanicus (Tech Priests)

This guide goes over the things unique to the Tech Priest and Magos jobs (maybe Biologis too).

You will have a new Tools tab on the top right which will contain Adeptus Mechanicus specific tools that no one else can get.
Equip Allen Wrench, Deploy Holy Oils, Reveal Auto-Chisel, Fire up Laser-Cutter

Despite being a laser cutter, it does not do any more damage than hitting someone with fists.

Clicking on the allen wrench with a lasgun will upgrade it, unlocking it's automatic fire mode

You must use the auto-chisel on the gems given by the washing machine (to wash small rocks into gems, it's a right click thing or somewhere in the tabs).

The crafting steps are the same for each type of ingot and item.

Steps to make something:

1. Use an auto-chisel on the ingot and choose what you want to make.
2. Use a laser-cutter repeatedly on the ingot.
3. Finish with holy oils.

### Copper Ingots

The following can be made: Mg08 Ammo, Stormrider Ammo, Trench Shovel

### Iron Ingots

The following can be made: Mark I Stormrider, Mark I Snapper, Skitarii Plating

### Silver Ingots

The following can be made: Bolt Rifle Magazine, Lascarbine

### Adamantium

The following can be made: Locke Pattern Bolt-Rifle
Imperial Guard RP Guide

A stalwart vanguard that holds the line on a billion battlefields across a million worlds. The Imperial guard is an unending tide of human flesh thrown against the enemies of the Imperium. The pain, loss and desperation of untold billions echoes throughout a galaxy on fire. Luckily you are stationed on this quiet backwater where nothing can go wrong.

### When Everything Goes Wrong

Sadly your plans of resting, minor physical training drills and freezing your toes off in the cold until you retire or find a better gig will never truly be realized which is where this guide comes in. By the end of it you'll be able to recognize when you can and can't gamble on the Astartes, why the Commissar is holding that big pistol and the correct time to shoot your gun.

#### Chain of Command and You

You are, to put it simply, the backbone of the Imperial military. You are also all under the rank of Sergeant, which currently gives you some leeway as to what you'd like your rank to be. There is no promotion system in place or a way to show your rank besides simply being an Imperial guard so consider it nonessential fluff.

You do however have a basic Chain of Command which looks like this from top to bottom.

 Combat Medicae | You hold the unenviable task of keeping the other troops alive and if necessary anyone else who needs it nearby. You can patch wounds well but your surgical skills are quite poor. Best leave the worst off to those with proper knowledge.
Guide to Surgery

## Introduction to Surgery

Currently the server utilizes the Interstation 12 surgery system, until such time as this changes we will be just repeating what can be found over there. This is a quick and dirty guide to get you on your feet with surgical procedures.

As a note anesthetics are not necessary for surgery and morphine can be optional so long as other injuries have not already caused pain which would lead the subject to slip into shock.

Fractures will allow free access to organs beneath said fracture and thus the bone saw step can be skipped.

Medicine administered before the surgery will continue to heal damage while you operate though it is best to avoid tricordazine as it can close the incisions you make thus interrupting the surgery.

## Amputation/Limb Attachment

Amputation:

1. Target the specified limb with a bonesaw in active hand
2. This will usually cause significant bleeding until hemostat is used on the new stump or a replacement limb is added

Limb Attachment:

* Target the missing limb with robotic limb/prosthetic in active hand.
* [Note] Prosthetics are currently non-functional as hands
* [Note] To attach hands/feet using robotic limbs, simply target the missing hand/foot while having the robotic arm/leg in your active hand

## Organ Damage

1. Scalpel
2. Hemostat [Optional but prevents surgical bleeding]
3. Retractor
4. Bone Saw [If head or upper chest are not fractured]
5. Trauma Kit
6. Bone Gel [head or upper chest]
7. Bone Clamp [head or upper chest]
8. Bone Gel [head or upper chest]
9. Cautery

## Fractures/Torn Ligaments

1. Scalpel
2. Hemostat [Optional but prevents surgical bleeding]
3. Retractor
4. Trauma Kit/Bandage to check for organ damage [head or upper chest]
5. Fix-o-vein for torn muscles
6. Bone Gel, fractures
7. Bone Clamp, fractures
8. Bone Gel, fractures, finishes and seals bone
9. Cautery

## Organ Transplants

1. Scalpel
2. Hemostat [Optional but prevents surgical bleeding]
3. Retractor
4. Bone Saw [head or upper body]
5. Scalpel [separate organ(s) from body]
6. Hemostat [remove separated organ(s)]
7. Replacement Organ in active hand
8. Fix-o-vein [connect new organ to body]
9. Trauma Kit [optional but used to heal organs if possible]
10. Bone Gel [head or upper body]
11. Bone Clamp [head or upper body]
12. Bone Gel [head or upper body finish]
13. Cautery
Guide to Setting Up Solar

* Things to Bring:
	1. Wirecutters
	2. Wire coils
	3. Screwdriver
	4. Wrench
	5. Crowbar

1. In one of the various solar sheds, create a path of wires going into the top left corner like so.
2. To prepare the computer, do the following:
	1. Pull the computer frame to your prepared wire in the top left corner.
	2. Wrench the frame into place.
	3. Place a nearby circuit board into the computer frame.
	4. Screwdrive the circuit board into place.
	5. Add wires to the computer frame.
	6. Place a nearby glass pane onto the computer frame.
	7. Screwdrive the glass pane into place.
	8. The computer should now turn on! If for whatever reason you need to move the computer, you will need to do all the aforementioned steps in reverse to unwrench it.
3. With a coil of wire, continue the path towards the solar panels and solar tracker. Make sure there are not any 'dots' in the wire, as that means they are not connected. To prevent this:
	1. Stand on the tile you want to put wire on.
	2. Look towards the direction you want to run the wire *to*.
	3. Click on the end of the previous wire behind you. With any luck, it should seamlessly continue! *Note that the end of the wire will have a dot on it. This is normal. It is only an issue if your wire line has dots in the middle of it*.
	4. If your line has dots in it, take your wirecutters to it and start again. It can take some practice getting used to.
	5. If you notice your solar panels are connected and tracking, but you are not getting much power, be patient. It should come eventually.
Pharmacologist

This is the Chemist role.

[Needs BASIC Chemistry guide. No guides to Nurgle's Rot!]

Guide to Medical Chemistry

Anti-Orkoid Agent: 3u Polytrinic Acid, 2u Unstable Mutagen and 5u Weedkiller makes 1u of this. It'll cause some damage directly on touch and substantially more in the blood. Currently the recipe is commented out.

Anti-Tyranid Agent: 3u Polytrinic Acid, 2u Unstable Mutagen and 5u Pestkiller makes 1u of this. It'll cause a lot of damage on touch so is effective in a gas grenade. It can also destroy Tyranid structures. It does less to venomthropes so they'll survive longer making toxic clouds of it after injection.
Larva

Squish it quick

Larvae are the Tyranid species that is required to evolve into any larger type. They are vulnerable in this state and should avoid straying into the open or away from a Tyranid nest if they have a choice in the matter.

## Stats

Health: 20

Move Delay: 6

Damage: 5-10

## Starting Abilities

* Hide: This ability hides the larva under other objects where possible.

## Progress

Larvae gain progress towards becoming a hormagaunt at the following rates:

* Gains 1 progress per tick when not on weeds.
* Gains 2 progress per tick when on weeds.
* Gains progress by damaging simple animals such as rippers and cows. Gains progress based on damage inflicted.
Guide to Medicine

Someone fill this in with actual information

Guide to Medical Chemistry
Formulas for useful chemicals

Dead mortals

During your watch you will met with dead guardsmen and such, but death is not the end!

Head to Revival room, pick up a Expinovite Injector, inject a corpse (Make sure they have a soul before hand). Congrats you just brought a dead guy back to life!

Note you still have to treat the damage to the patient or they die again.
Ripper

Fear the swarm.

Rippers are an simple animalistic species of Tyranid which are ineffective when alone but very dangerous in a sufficiently large swarm. They can provide useful guards for nests by creating a mass there (although may harm captives intended for other uses) but they are best used flowing towards the enemy through open areas. A shepherd of these Tyranids should ensure that they do not trickle through chokepoints where they will be picked off one at a time.

## Stats

Devourers can be created through biomass pools or by a Warrior's Devourer biomorph and have different stats based on their origin.

### Normal Ripper Stats

Health: 25

Damage: 10-10

Move Delay: 5

Size: 40-50

### Devourer Ripper Stats

Health: 5

Damage: 3-5

Move Delay: 5

Size: 15

## Starting Abilities

* Feed: This ability is used against dead humanoid corpses whenever the Ripper is below size 95. It will:
	+ Increase health by 5
	+ Increase maximum damage by 1
	+ Increase size by 3
	+ Have a 3% chance to gib the body.
Combat Medicae

An Imperial Guard trained in medicine. Follow your squad leaders orders and perform combat triage on the wounded. While you may be skilled at suturing and stabilizing a patient, you don't know much about surgery beyond what you've seen on cogitator videos. Make sure they survive long enough for a sister to get a chance at saving their life.
Imperium of Mankind

## **History**

On the Planet of a Terra a penultimate psychic being known as the God Emperor of Mankind created biological warriors known as Thunder warriors. They were tools to be used to unite the techno-barbarians of Terra and being the unification process for all of humankind. Upon the Unification of Terra the genetic experiment undertaken under take in the Himalayan Mountains came to fruition. Twenty legions of Space Marines aka Astartes, were raised up under the banner of the Imperium of Mankind. These genetically altered humans had progenitors. They were known as the Primarchs, and before their incubation process was complete they were stolen by the Gods of the Immatierum or Chaos Gods.
The Emperor then started the Great Crusade to locate his Primarchs and to take back the the stars of the previously fallen human race. Stopping first at Mars, the technological hub of the Golden Age of Humanity, and upon reaching Mars he ran into the Machine Cult, or more formally he was in a negotiation with the Parliament of Mars. Due to the psychic nature of the Emperor, and quite frankly his fast knowledge of technology, he was deemed the Omnissiah, or Machine God. Essentially becoming the quite literal living God of the cult. With great note, the Emperor hates religion and actually seeks to destroy all of it, but allowed this worship as apart of the Treaty of Mars or more officially The Treaty of Olympus Mons. The treaty essentially allowed the Tech Priests to continue their faith and worship of machines and spirits, while also granting complete political autonomy. It also barred them from the Imperial Truth.

The Emperor then set his sights on the entire Milky Way Galaxy. His began a campaign of bouncing from planet to planet, as a Godly being, ordering them to either fall in line with the Imperial Truth or perish. All Xenos races were purged as he believed that their could be no co-existence between them. Recovering his Primarchs took many years, their advanced ageing making each of them adults by the time the Emperor had found them all. As each Primarch was found,
Magistratum Enforcer

To put it briefly, you are a police officer. You are the Imperium's enforcers of law. You answer to THE LAW firstly and the Administratum secondly. Ensure laws are being followed by all, search for contraband and root out corruption. You also serve as tax collectors and enforcers for the Administratum as needed.
Rogue Trader

The Rogue Trader is in charge of this soon to be very important station. As such, it is expected that you maintain order and make sure all of the departments are performing adequately and smoothly. Despite your rank, it is advised that you do not perform any acts of heresy, lest the Inquisition reports you.

Ensure the station is running as profitably as possible and aid the Administratum in paying your required tithe. When you do so you will be able to order mercenaries from your office by using your requisition cogitator. Unlock it by right clicking it with your golden writ.
Ministorum Priest

You are a preacher of the Emperor's word. Bless the men and their weapons to impart buffs upon them. Use your censer on people to grant them the Emperor's grace. Use weapons on your censer to impart a holy blessing upon them. Hold mass and ensure the soldiers have their daily recommended amount of faith.
Commissar

The Commissar at the beginning of the round

This role functions similar to the Head of Security. He works alongside the Inquisitor to maintain order in the station. Furthermore, he is responsible for maintaining discpline amongst the troops, therefore Commissars have some leeway in inflicting punishments on unorderly guardsmen. Do not go overboard, however (I.E. randomly shooting people). Asking in LOOC to perform morale improving executions is encouraged.

Note that you should not be executing civillians for things such as Heresy charges, that's for the Inquisitors!
Guide to Creating Skitarii

## Required Supplies

* A Biologis - These are the only ones that can lobotomize the Vat Grown Humans at the moment
* A Vat Grown Human - These can be purchased from the Munitorum for 100 Thrones
* 3 Skitarii Plating - These are made by using the Auto-Chisel on iron and selecting Skitarii Plating
* 2 High Quality Gems - These are needed for the optics of the Skitarii. These include Ruby, Sapphires and Emeralds.
* Bundle of Cloth - These can be purchased from the Munitorum for 20 Thrones and is needed to create the robes for the Skitarii
* A weapon - These are made by using the Auto-Chisel on Silver or Adamantium, though lesser quality weapons can be used this isn't a good idea.

## Step-by-Step Construction

1. Open the Vat Grown Human container and grab the human that pops out.
2. Go to the tools tab and equip the Neural-Adapter tool.
3. With the Neural-Adapter tool active, click on the human to lobotomize them.
4. Begin placing the Skitarii plating on the human by clicking on said human with a plate in your active hand.
5. Once all three plates are added place the gems into the eyes of the human by clicking on said human with a gem in your active hand. [Note: You do not need to target the eyes for this.]
6. Once both gems are added place the robes on the human by clicking on said human with a cloth bundle in your active hand.
7. Once the robes have been added go to the tools tab and equip the Holy Oils, then finish your Skitarii by clicking on the human with the Oils in your active hand
8. Be sure to pick your newly created Skitarii up off the floor and check for SSD status.
Janitor Servitor

## Overview

You are a servitor who cleans. As a servitor, you are not expected to be overly intelligent or social, but you will need to find your janitorial supplies as soon as possible and clean the inside of the outpost (and the trenches, if you're ambitious). On top of that, you are expected to keep light fixtures in working order by switching out broken and burnt our bulbs. Your social status as a non-person will often be apparent, and expect bullying. Don't worry, though, you can always maliciously comply with orders. They told you to mop; they didn't tell you to use wet floor signs (though do expect to be destroyed if anyone is too annoyed).

### Tools of the trade

Once you find your janitorial closet, you'll have access to the following:

* A trash bag (very important; use in hand to pick up trash without touching it and empty it into trash cans in the halls)
* Space cleaner (to clean small areas without making the floor a slippery deathtrap)
* Soap (the same as space cleaner but more plentiful and a handy booby trap)
* Dry rag (sometimes. This item is used to clean out the hapless cook's microwaves)
* Buckets
* Mops (remember to wet these and not to run on tiles that have just been mopped. ALSO a useful booby trap.)
* Janitorial Cart
* Wet floor signs (if you're lucky)
* Light replacers and spare bulbs
* Spare uniforms and faulty vox equipment

### Additional Tips

* A trashbag will often clean up all debris on a square if a single piece is targetted. This is immensely useful for picking up spent ammunition.
* If you have a thriving inquisition, it is a good idea to check with them before cleaning up a crime scene (so long as the other command staff haven't first told you otherwise).
* If no one is burying bodies and the match has gone very badly, you can use your access and disregard for sanctity of the dead to cremate almost all of them. Just make sure to take the equipment off first and pile it somewhere.
Genestealer

Don't worry, this is a friend. Come closer...

Genestealers serve the role of creating Genestealer cultists on the station. These loyal servants should serve the Tyranid Hive in whatever way they are asked, although this is normally used to either support the Tyranids in combat, to sabotage the Imperial forces or to assist in capturing new converts. Genestealers are also capable in combat thanks to their scything talons and adrenal glands but they lack the biomass gain rate to fight for a long time.

## Stats

Health: 200

Biomass Gain Rate: 5

Move Delay: 5

Can ventcrawl.

## Starting Abilities

* Convert (50): If used when standing on top of a person (who is neither Astartes, Traitor Astartes nor Eldar), this ability will begin the person’s conversion to a genestealer cultist as well as paralysing them for 1.5 seconds. 2 minutes later, they will become a Genestealer Cultist, which means that they are able to communicate in hivemind, they will be safe from rippers, parasites, spikes and mines, and will be ordered to serve the Tyranids.

## Evolutions

Genestealer evolutions cost 800 each.

1. Convert now works on adjacent individuals rather than having to stand on someone.
2. Night vision: Gives permanent night vision wherever the Genestealer can see.
3. The third Genestealer evolution gives a choice between:
	1. Toughened Carapace: Gives 7 brute armour.
	2. Fireproofed Scales: Gives 5 fire armour.
4. The fourth Genestealer evolution gives both:
	1. Scything Talons (50):  Inflicts 15-45 damage on all adjacent mobs with a penalty to armour of -35.
	2. Grab Improvement: Grabbing a target has an 85% chance to push them over.
5. Adrenal Glands (500): For nine seconds, the Genestealer will have a move delay of 3 and heal 2 brute, 2 toxin and 2 burn damage per second. After these nine seconds, the genestealer will continue to move with move delay 3 before returning to normal.
6. Evolve into a brood lord. This grants the following bonuses:
	1. Additional 100 health
	2. improved Scything Talons: Scything talons now inflict 25-45 organ damage that ignores armour and have a guaranteed item drop effect.
Elvie

espanol elvie

### Affiliation

Spiritually Vice Vice Vice Vice Vice Vice Vice Vice Vice Queen of the Waifu/Husbando Kingdom, Officially is Jester.

### Occupation

3D Anime Virtual Sculptor/Virtual Animator

## Physical Description (ˉ﹃ˉ)

**Species -** Nobody will know, probably human dunno

**Height -** 151 cm

**Gender -** Female

**Weight -** lol my average is about 43-45kg, but quarantine has made me weigh more and the gym is closed

## Description (¬‿¬)

Elvie, also known as elviewhy everywhere, is one of the obnoxious members of the family tree. They are the only son of father Manji,

## Poem (\*/ω＼\*)

what am i doing here

can i get crepes

manji is dad

where is joseph

i failed the zen route

there's 30 omlettes in my fridge

## Fun Facts (•\_•)

Became spanish elvie, russian elvie, french elvie, and Banned all in 4 days.

Elvie beat ManjiTu in uno, and connect 4 multiple times.

Elvie's favorite anime characters are Luciel, Yuno Gasai, Satou Matsuzaka, and Beatrice.

Josh Banned Elvie Twice, along with Jammy.

Elvie's favorite animes are Attack on Titan, JJBA, and Happy Sugar Life, along with sanrio/gudetama.

## Relationships (❁´◡`❁)

### Manji

Manji is Elvie's father, and only father. Sometimes, in the Family Discord, they have heated wars and arguments consisting of "no u"s, sometimes in fancy fonts, and shrek gifs along with spamming "AND THEY DON'T STOP COMING".

### Caroline

"Caroline is one of the best people on the servers. Caroline is amazing. I love Caroline. Also, I called her carrot booze one time." -elviewhy

### Jam

Jam is a literal god, also the 5th son. He is the one who adopted Throu (<- correct spelling) Honda, which is my granddaughter. I quoted some of her texts, and jammy got mad at me. I'm sorry Jammy. (but it was just quoting)

### Grace

"Grace is precious and needs to be protected." -elviewhy. Grace has but up with all of Elvie's spamming and lore she created. Congratulations. Also, she was there for the swapping event we did on September 7th, 2020. (JST.)

### Chocho

Chocho was Elvie's butterfly that was brought into her apartment during a BriThi livestream when Elvie was bored. Caroline and Hetalian were the first ones to hear about chocho. The chocho tale can be found (link to add later.)

### Joseph

Joseph is Elvie's pet turtle, and companion for 5 years. Joseph was named after Joseph Joestar from JoJo's Bizzare Adventure Part 1.

## Gallery (⊙\_⊙;)

French Elvie loses her shitFrench Elvie is a FelonThis chat is never chill if I come"French ElvieSpanish Elvieelviewhy's normal state
Red Prairie Boys

The Red Prairie Boys are a Canadian nationalist Anglo-Saxon supremacist paramilitary-political organization with the goal of establishing an English Canadian State in British North America. They are closely aligned with the *Knights of America*, another nationalist organization.

## History

The Red Prairie Boys were established in 1831 following the large influx of French-Canadians into east Ontario. They participated in and orchestrated the 1833 Canadian Revolt, and closely allied the Knights of America. The group was based off of the Green Mountain Boys, an American paramilitary group from the failed revolution. In 1832 it had about 20,000 members.
Guide to Medical Chemistry

**Bicardine**: Inaprovaline 1u, Carbon 1u | Basic Brute Medical

**Kelotane**: Silicon 1u, Carbon 1u | Basic Burn Medical

**Anti Toxin**: Silicon 1u, Potassium, Nitrogen 1u | Basic Toxin Medical

**Inaprovaline**: Acetone 1u, Carbon 1u, Sugar 1u | Basic Oxygen Medical

**Tricordizine**: Inaprovaline 1u, Anti-Toxin 1u | heals brute, burn, and toxin at half the speed Bicar or Kelo do (doesn't heal tox on old tg, please verify. Probably correct, just not sure)

**Mannitol**: 1u sugar, 1u hydrogen, 1u water - cures brain damage fast

## **Guide to Advanced Medical Chemistry**

**Neurocardiac Restart**: 1u Legecillin 1u, Inaprovaline 1u, Synaptizine 1u, Plasma 1u | Cure for death (**You must heal their wounds below 200 dmg**)

**Legecillin**: Spaceacillin 1u, Anti\_Toxin 1u, Oxygen 1u, Sodiumchloride 1u | (Placeholder)

**Synaptizine**: Sugar 1u, Lithium 1u, water 1u | Purges Mindbreaker Toxin, Reduces drowsiness.

**Spaceacillin**: cryptobiolin 1u, inaprovaline 1u | Prevents from catching diseases if applied preemptively (Pretty sure this is incorrect? I think it stops you SPREADING viruses, although I'm not sure because this code is so old...)

**Sodium-Chloride**: Sodium 1u, Chlorine 1u | Dude its salt. No, it's sodium chloride.

**Cryptobiolin**: Potassium 1u, Oxygen 1u, Sugar 1u | (Has no effects, used to make spaceacillin)

**Red Diamond** : Mercury 1u, Sugar 1u, Lithium 1u | Literally just /tg/ space drugs. Also an ingredient in the brainwashing chemical.

**Suboxone**: 1u Space drugs, 1u Hydrogen, 1u Water, 1u anti-toxin - this will cure addiction quickly
Zoanthrope

The most terrifying psyker on the planet right now.

The Zoanthrope is a powerful anti-infantry species of Tyranid, although its powers tend towards slowly damaging its opponents while rendering them unable to attack the zoanthrope rather than directly killing them.

## Stats

Health: 300

Biomass Gain Rate: 20

Move delay: 6

## Starting Abilities

* Haunt: Plays a creepy sound that can only be heard by the person targeted.
* Telekinesis: As the telekinesis mutation, this lets the Zoanthropes use objects at a range, as well as opening doors that don’t require access. Weapons can be picked up using this ability

## Evolutions

Zoanthrope evolutions cost 1000 each.

1. Mindflayer Ray (75): Causes brain damage and hallucinations.
2. Night Vision: Grants permanent night vision for 3 tiles.
3. Telepathic Berserk (300): Remotely injects a reagent into the target that sends them berserk. They will attempt to strike anything nearby with any weapon available or their fists. They can pick up items to do this. They might target you.
4. Psychic presence now inhibits nearby WAAGH. This reduces Ork WAAGH gain, especially if you are adjacent to them. They will be alerted to the fact that this is happening.
5. Imprison (300): The target hallucinates walls that they can’t escape or see through. This will last 60 seconds.
6. Psyker Throw (300): Every target within 4 or 5 range (randomly selected) will be thrown up to 200 tiles at speed 4, will receive 5-20 burn damage, 5-20 brute damage and will have a 65% chance of short paralysis
Farmer

## Overview

The most important role on the station. Grow crops on the farm and take care of your beautiful Grox (if you can find one). Joking aside, you will spawn without a vox and spend a great deal of your round weeding, watering, harvesting, and moving food items around. There is not always an obvious delivery point to where this food needs to go, so look for a kitchen. If there is a smartfridge, store it in there.

### Tools of the Trade

You will spawn with the following:

* Seeds (including one random seed that might or might not survive in the ambience of the outpost garden)
* Gardener's shovel (an inferior version of the shovel anyone else gets. This shovel can only uncover something already buried or bury something already in a hole)
* Plant analyzer: Standard and works as it does in all other code bases. It's not as useful in this codebase as you cannot control most of the ambient conditions.
* Farmer's Bag: This is a produce satchel. However, while it harvests a ripe plant via clicking, it will not pick up produce piles unless targeted on a seed in the stack. For this reason, keep one seed packet with you at all times.

As soon as you can, scrounge or pick up the following:

* A spade. It will complete the functionality of your inferior shovel, as it can DIG holes.
* A hoe/cultivator: Weeds are an issue if you're not on a map with a farming servitor.
* A bucket: Faster to water with than your canteen.
* Wirecutters: Snip seeds once from each plant to not kill it.

Appliances are nearby, but different maps have different amenities. If what you want is not nearby, you'll have to look in the village or beg the tech priests.

* Drying rack: Does what you think.
* Seed maker: Also does what you think.
* Biogenerator: Likely only exists if you beg
* Farming Servitor: Depends on the map. Is your best friend. Beg the priests. Beg them.
* Smart Fridge: Holds a lot of produce.

### Running Around

If you take your job seriously, you will likely be running around a lot. Your main field is in the outpost, but all animals you are supposed to take care of and domesticate are actually attached to the village. It's common to neglect the animals, as they are hard to find and heretics swarm outside the watchful eyes of the guard...

On the bright side, you'll often have a lot of spare time after you grow enough food to feed an entire platoon to do other things, like RP.
Genetor

## Introduction

The Genetor discipline of the Mechanicus focus on the biological aspects of the Machine Cult. This includes the integration of flesh with machine which can be the production of Skitarii units for combat/security duties, the modification and upgrade of members of the priesthood, the study of genetics and biological weaponry, and augmentation/replacement of limbs for Non-Mechanicus members authorized for such procedure.

Members of the Genetor discipline are often the least modified priests amongst the entire Priesthood of Mars as they believe that flesh and blood is not weaker then the machine but are in fact a direct creation of the Machine God itself. After all what are human and animal bodies except extremely complex and adaptable machines?

Currently the Genetor is represented by the Biologis rank on the server with its duties, for now, being the creation of Skitarii units for the sanctum. You will also likely be tasked with getting the power setup for the outpost when population is low, a dangerous task considering you do not come with the inherent insulated property that other priests have and need to acquire insulated gloves from within the Mechanicus Bay.

## Basics of Roleplay

As a Genetor you are a firm believer in the Omnissiah, the Machine God and the Motive Force. This is much like the rest of your brothers and sisters within the Cult Mechanicus, however where you differ is that you believe the standard body is simply a biological machine created by the Machine God owing to their complex systems of wiring (nervous system) and tubing (veins and arteries) with complex machines (organs) facilitating its motive force. This makes the Genetor extremely unique to the three other ruling disciplines (Artisan, Logi, Magi) of the Cult Mechanicus who feel flesh is weakness and decay while Genetors see flesh as a beautiful creation of the Machine God.

## Knowledge of Enemies

Genetors, much like the other disciplines, have their own unique pool of information that is shared amongst all members of the Mechanicus. However Genetors are far more likely to maintain extensive records on biological entities like the Tau, Kroot, Vespid, Aeldari, and especially the Tyranids who would embody the direct belief that the body is but a fleshy machine.

While Genetor would be aware of the Necrons as the majority of the cult share a keen interest in them, they would not have them as a focus of study as they would believe the Necrons have abandoned the gifts the Machine God granted them to begin with. This means a Genetor is unlikely to know the function of Necron machines and weaponry, nor be able to identify a Necron war engine exactly. They would simply know that Necrons are the enemy and that they are complete machine organisms.

## Helpful Guides

The following Guides have been collected for their usefulness to you, should you play as a Biologis on the server:

Guide to Creating Skitarii

Guide to Medical Chemistry

Guide to Surgery

Guide to Setting Up Solar

Guide to Mechadendrites

Guide to Adeptus Mechanicus (Tech Priests)
Roles

## Command

 Astartes Envoy | Protect the Rogue Trader with your life, have the guardsmen fawn over you. Stop yourself from crushing the skull of the tau water caste merchant

## Imperial Guard

 Sergeant | Make sure the Guardsmen are stocked on supplies. Help the Commissar by leading an elite squad. Die after your elite squad fails to throw a krak.
 Imperial Guard | Hold your gun. Fire your gun. Die after an Ork takes your gun and beats you to death with it.
 Combat Medicae | Help defend the outpost. Try to drag injured guardsmen from the front lines. Fail every surgery step twice then have a Sister push you out of the way.

## Adeptus Mechanicus

 Tech Priest | Guide the motive force to the outpost by collecting the energy of the dark star. Repair the Omnissiah's machines. Try not to create Tech Heresy.
 Genetor | Get asked to make Skitarii. Get stuck repairing the power system for the next hour because no one else wants to do it. Find out the munitorum has no money for vat grown by the time you get to your job.

## Village

* **Command**
	+ Rogue Trader
	+ Astartes Envoy
	+ Sister Hospitaller
	+ Magos
* **Imperial Guard**
	+ Sergeant
	+ Magistratum Enforcer
	+ Combat Medicae
	+ Imperial Guardsman
* **Village**
	+ Pilgrim
	+ Innkeeper
	+ Administratum Adept
* **Adeptus Mechanicus**
	+ Tech Priest
* **Outpost Medical Staff**
	+ Discipulus Hospitaller
	+ Alchemist
* **Inquisition**
	+ Ordos Helican Inquisitor
	+ Principal Agent
* **Outpost Support Staff**
	+ Janitor Servitor
	+ Cook
	+ Farmer
	+ Ministorum Priest
	+ Bar Servitor
	+ Munitorum Adept
	+ Munitorum Priest
	+ Undertaker
Pilgrim

What is to be said about the Imperium's pilgrims. They are sheep, the unwashed masses of the galaxy running from or towards something. They are just average people with average careers. Go to your pilgrims tab and choose your randomly selected role.

Possible roles:

Sherpa - An experienced explorer, help lost pilgrims get to where they are going.

Bounty Hunter - You've always been good at fighting, now someone pays you to solve their problems.

Scum - A common criminal. Will do anything for a few thrones, may have less than legal goods.

Stalker - A hunter. Armed with your grandfather's old PDF rifle you have hunted game on dozens of planets. You make your living providing meat and trophies.

Musician - A bard! You play music and entertain!

Disgraced Medicae - You went to medicae school, even worked for a while. A few slip-ups cost you your license, but not your knowledge. Now you find yourself on a remote world, one where they don't always care to check for things like valid credentials.

Miner - You mine and sell ore!

Penitent - Somewhere along life you fucked up big time. After years of torture and re-education by the Inquisition, you have been released back into the galaxy. A broken yet saved man/woman. (You're a bum, bum it up in 40k)

Merchant - With a new planet comes new opportunity, take your vast wealth and invest it. Trade amongst the population and enrich yourself!
Grimdark13 Wiki

Grimdark 13 is currently going through a rebase effort. As such, the wiki's information will be inaccurate in the future.
This server is based off of IS12 code. If you have a question that can't be answered on here, it's a good idea to head over there to check it out.

**Welcome to the Grimdark13 Wiki**

Welcome to the official Grimdark13 Wiki. Currently a work in progress. Feel free to contribute.

* Rules
* Guides
* Roles
* Controls

*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.
Seneschal

A member of the Administratum, the Seneschal has been deemed to be adequate at their job. Still a paper pusher at heart, the Lord General has brought you here in order to keep an eye on the manpower of the vital departments of the station. As a result, you are expected to perform job changes to those who request it, keep an eye on the Munitorium Priest and Adepts, and to assign wandering Civilian Penitents jobs.

This is the equivalent to the Head of Personal Role.
Salamanders

### **Brief Rundown of Roles**

**SM LEAD/Captain**: The Captain gets a Hammer of Vulkan its rather underpowered but besides that they sport a different armor set and lead the other marines into battle and organize the faction.

**Champion**: A melee only "2nd in command" below the captain to be present when he is not there. (Not actually coded just a role to have a leader when captain is not there)
**(No Image)**

**Librarians**: Psyker Salamanders that provide more of a "support" role using "spells" such as Imprision or Smite.

**Tech Marines**: Salamanders with a "clamp mechadenrite" that can easily destroy walls and rip people apart, They also sport a complex construction mechadenrite which allows them to create turrets, and a Allen wrench used to configurate the turrets and making parts into machines. They wear red and green armor.

**Apothecaries**: The Salamander "Combat Medic" responsible for keeping their battle brothers alive and reviving them. Also responsible for the geneseed but that is not an ingame mechanic and more of a RP mechanic (making sure the tyranids dont get the space marine bodies etc). They are equipped with a surgical mechadenrite that comes with several options of healing most notably "Render Surgical Aid". Apothecaries wear white and green armor with some red.

**Devastators**: The "Heavy Weapons Operators" they are permitted to use extremely powerful weapons such as the heavy flamer and the melta. (dont fuck with this guy)

**Tactical Marine**: Your Run of the mill space marine not special but gets the job done. They are equipped with a bolter, bolterpistol, and chainsword on respawn.

## **Armoury**

The Armoury contains One Melta, Two Heavy Flamers, Box of Inferno ammo, Box of Stimulant pills, Three Bolter racks, Attachable chainblade, Attachable Scope, Chainsword, Mercy Chainsword, Plasma Pistol, Flamer.
Adeptus Astartes RP Guide

The Adeptus Astartes, the proud and fearless Space Marines. For over 10,000 years they have protected the Imperium of Man, turning back monstrous xenos from the void of space and the dark machinations of chaotic gods who's followers spread misery and pain in their name.

An Astarte is many things, strong, determined, fearless and strategic. Above all else they are honorable and proud warriors with an unquestionable loyalty to the Emperor.

Although most chapters will have a similar organization due to the Codex Astartes, the creed and attitudes vary wildly. It is for this reason the RP guide was created.

## Playable Chapters

 Raven Guard
 Salamander
 Ultramarine

## Playable Specializations

Astartes do not just come in a single flavor. Each member within a chapter will specialize in a different area of combat and support to allow their chapter to fulfill its overall goals. As an example, while the Raven Guard may emphasize stealth, they will still have Apothecary to tend to the wounded and dead while Techmarines will maintain and pilot the chapter's vehicles or restore the chapter's relics.

Currently the server allows for the following choices, on top of the chapter choice from above:

 Techmarine
 Apothecary

## Do's and Don'ts

For better Roleplay of a Space Marine here are some helpful tips to help you understand a general sense of what we look for in Astartes Envoys.

DO

* Be respectful of the Rogue Trader.
* Protect the Rogue Trader with your life.
* Show tact when dealing with non-combat situations.
* Be ready to lead guardsmen on a counter attack if commanded to do so.
* Know the outpost well.

* Use this guide to gain knowledge about Space Marines.

DON'T

* Drink or gamble.
* Throw temper tantrums.
* Try to usurp the Commissar's command.
* Harm the Rogue Trader.
* Wander away from the outpost or Rouge Trader without being told to.
Administratum Adept

You are the instrument of the Imperium's immense bureaucracy on this world. Ensure taxes are being collected, laws are being followed and the tithe is paid. Be the huffy party official you've always dreamed of being.

Set the tax rate and pay off the tithe with your tithe cogitator. Unlock it by right clicking it with your ring.
Civilian Penitent

Convicted of crimes against the Imperium, the Civilian Peninent has acknowledged their wrongdoing and have been granted a second chance on the station. With no dedicated purpose, a Civilian Penitent should try to make themselves useful to the station in order to redeem themselves.

Functionally, this is the same role as an Assistant. It is recommended that you take this role if you are simply sightseeing, or new to the station. Keep in mind that in the setting a workless civilian is looked down upon heavily and can even lead to other factions on the station forcing you to work. Your life as an Imperial Citizen is in service to the God Emperor of Mankind.
Guide to Mechadendrites

Mechadendrites are powerful cybernetics that can be created by the Cybernetica Acolyte, found in the Adeptus Mechanicus' outpost or, in the case of the surgical mechadendrite, ordered from Cargo.

### To produce mechadendrite, follow these steps:

1. Create an Aluminium tube from a sheet of metal
2. Use your USB Device (found in your Biotics tab; it must be activated similar to a welder torch) on the tube.
3. Use a power cell on the new device.
4. Choose if you want to create a complex construction mechandrite by adding a cable layer, an autocannon mechadendrite by adding an autogun (not an autocannon), a clamp mechandrite by adding a hydraulic clamp or a surgical mechadendrite by adding a syringe gun.

### Uses of the Mechadendrites:

The Clamp Mechandrite can be used to smash through most objects (like walls, mining rocks and floors) as well as being a powerful melee weapon. It permanently takes your back slot but can be used as storage.

The Autocannon Mechandrite is an automatic weapon. You must stay still to get the full burst but will continue firing if you swap hands. It permanently takes your belt slot but can be used as storage

The Surgical Mechadendrite can be used for performing surgery, extracting a person's brain, augmenting them to replace their limbs with cybernetic ones and to heal them through the "Render Surgical Aid" verb.

The Complex Construction Mechadendrite can be used to build turrets, as well as giving you a device that you scan over people to make turrets ignore them. It permanently takes your mask slot but can be used for internals. To build a turret, you must:

1. Build a girder with two sheets of metal.
2. Create turret blueprints through your Biotics tab then use them on the girder.
3. Add wiring
4. Add metal
5. Add a power cell
6. Add a plasma pistol, lasgun, taser or glock 9mm.
7. Get an Explorator or Magos to use their Allen Wrench on it. Remember that it will fire as soon as it detects a target who isn't scanned so it's unwise to put this in a public area.
Undertaker

## Overview

A child taken in by the Rogue Trader and cared for by the local ecclesiarchy. You were orphaned at a young age and have known little but death, so much so that the dead no longer bother you (though the smell of voided bowels still do). You will spawn with very little gear, a tiny allowance courtesy of your employer, and no comm unit. Your job is simple, however. Make sure the dead are buried so they can respawn. Dig on snow with your shovel and cover up the body.

### Tools of the trade

* Shovel: A rare and useful tool. Try not to lose it. It WILL fit in your backpack, but not well. Left click on the snow to make a grave plot and right-click to cover it again. Can be wielded in both hands.
* Lantern: Usually there will be one close by. Pick it up if you can; the map is very dark and you spawn outside the main power grid.
* Thrones: You will start with a pittance, but it's probably going to be enough to buy food. Feel free to rob the dead to gain more (if no one is looking)

### Burial Rites

* If the round is heavily-focused on RP, church staff might want to conduct funerals. This is not a common occurence.
* You cannot bury an entire orc body. In order to let the player respawn, you have to bury their HEAD only.
* Burying the head is the most important part of a burial mechanically; it is what enables the respawn. Remember that if you're in a hurry and prioritize burying those domes. It's expected for xenos, anyway.

### Tips and tricks

* It is normal to expect bullying from other characters because you are small and puny. However, most antagonists will leave you alone if you beg for mercy, being that you are a child. Orks will mistake you as a gretchin, possibly, if you don't give yourself away.
* If you get caught grave-robbing, it can end very badly. That being said, it's expected. Just try to learn to look for valuables quickly and try not to be watched.
* There are bounties for xeno ID items. You should be able to barter your way into the outpost to turn them in, or gain brownie points with the RT's staff by giving them over.