recursal/Fanatic-Fandom huggingface dataset:
Sandeep Desai

Second Role
 Complexity
 Cost/ Cache
 Offense
 Support
 Survival

 Playstyle

## Tactics

###

## Schemes

### Line in the Sand

* **Line in the Sand** - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Common Schemes

* **Assassinate** - gain 2 VP if the enemy leader is killed/ sacrificed
* **Breakthrough** - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
* **Protect Territory** - gain 1 VP for each Scheme within 6" of its deployment zone
* **Bodyguard** - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
* **Distract** - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

### Uncommon Schemes

* **Cursed Object** - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
* **Outflank** - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
* **Plant Evidence** - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
* **Vendetta** - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
* **Plant Explosives** - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
* **Take Prisoner** - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
* **Make Them Suffer** - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
* **Frame for Murder** - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
* **Power Ritual** - gain 1 VP for each table that has a friendly Scheme within 6" of it
* **Entourage** - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
* **Deliver a Message** - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
* **Murder Protege** - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
* **Spring the Trap** - once per game earn 1 VP for every Scheme within 4" of the enemy leader
Professor Marcus

## Strategies

* Turf War
* Reckoning
* Reconniter
* Squatter's Rights
* Stake a Claim

## Schemes

### Line in the Sand

* **Line in the Sand** - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Common Schemes

* **Assassinate** - gain 2 VP if the enemy leader is killed/ sacrificed
* **Breakthrough** - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
* **Protect Territory** - gain 1 VP for each Scheme within 6" of its deployment zone
* **Bodyguard** - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
* **Distract** - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

### Uncommon Schemes

* **Cursed Object** - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
* **Outflank** - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
* **Plant Evidence** - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
* **Vendetta** - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
* **Plant Explosives** - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
* **Take Prisoner** - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
* **Make Them Suffer** - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
* **Frame for Murder** - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
* **Power Ritual** - gain 1 VP for each table that has a friendly Scheme within 6" of it
* **Entourage** - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
* **Deliver a Message** - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
* **Murder Protege** - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
* **Spring the Trap** - once per game earn 1 VP for every Scheme within 4" of the enemy leader
Perdita Ortega

Second Role
 Complexity
 Cost/ Cache
 Offense
 Support
 Survival

 Playstyle

## Crew Synergy

Totems

Henchmen

Enforcers

Minions

## Schemes

### Line in the Sand

* **Line in the Sand** - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Common Schemes

* **Assassinate** - gain 2 VP if the enemy leader is killed/ sacrificed
* **Breakthrough** - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
* **Protect Territory** - gain 1 VP for each Scheme within 6" of its deployment zone
* **Bodyguard** - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
* **Distract** - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

### Uncommon Schemes

* **Cursed Object** - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
* **Outflank** - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
* **Plant Evidence** - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
* **Vendetta** - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
* **Plant Explosives** - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
* **Take Prisoner** - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
* **Make Them Suffer** - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
* **Frame for Murder** - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
* **Power Ritual** - gain 1 VP for each table that has a friendly Scheme within 6" of it
* **Entourage** - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
* **Deliver a Message** - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
* **Murder Protege** - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
* **Spring the Trap** - once per game earn 1 VP for every Scheme within 4" of the enemy leader
Official RPo Wiki

## Welcome to the Official RPo Wiki

The slightly more well-maintained wiki of the RPo meme on tumblr.com

## History of Relatablepicturesof

One day there was relatablepicturesofpearl and then relatablepicturesofamethyst was like "heck yea I'm gettin in on this" and then relatablepicturesofgarnet appeared and then suddenly there was relatablepicturesoflars and then everything exploded

## On This Wiki

### The Trifecta / The Alpha Meme Squad

* relatablepicturesofgarnet
* relatablepicturesofamethyst
* relatablepicturesofpearl

### The Gregs

* relatablepicturesofgreguniverse
* relatablepicturesofgreg

### The Lions

* relateablepicturesoflion
* relatablepicturesoflion
* relatablepicturesofdistantlion

### Body Parts

###
Shenlong

Playstyle

Currenly the only non-dual Master of the Ten Thunder, Shenlong

* Have a local Peasant place a Scheme Marker - summoning a second Peasant by doing so
* Have Shenlong perform one of his two (0) actions

Of these, you should usually choose the first as it gives a free scheme marker AND a crew member to give you activation advantage. The other option should be used only if Shenlong is not within range of a Peasant (or if his totem/s have been killed).

## Builds

Shenlong typically only takes two Upgrades so he has room to equip a limited 'Style' upgrades with his 0 action. This saves his crew 2ss - meaning his cache is much higher than it first appears.

## Strategies

* Turf War
* Reckoning
* Reconniter
* Squatter's Rights
* Stake a Claim

## Schemes

### Line in the Sand

* **Line in the Sand** - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Common Schemes

* **Assassinate** - gain 2 VP if the enemy leader is killed/ sacrificed
* **Breakthrough** - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
* **Protect Territory** - gain 1 VP for each Scheme within 6" of its deployment zone
* **Bodyguard** - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
* **Distract** - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

### Uncommon Schemes

* **Cursed Object** - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
* **Outflank** - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
* **Plant Evidence** - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
* **Vendetta** - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
* **Plant Explosives** - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
* **Take Prisoner** - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
* **Make Them Suffer** - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
* **Frame for Murder** - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
* **Power Ritual** - gain 1 VP for each table that has a friendly Scheme within 6" of it
* **Entourage** - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
* **Deliver a Message** - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
* **Murder Protege** - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
* **Spring the Trap** - once per game earn 1 VP for every Scheme within 4" of the enemy leader
Charles Hoffman

Second Role
 Complexity
 Cost/ Cache
 Offense
 Support
 Survival

 Playstyle

## Crew Synergy

Totems

Henchmen

Enforcers

Minions

## Schemes

### Line in the Sand

* **Line in the Sand** - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Common Schemes

* **Assassinate** - gain 2 VP if the enemy leader is killed/ sacrificed
* **Breakthrough** - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
* **Protect Territory** - gain 1 VP for each Scheme within 6" of its deployment zone
* **Bodyguard** - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
* **Distract** - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

### Uncommon Schemes

* **Cursed Object** - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
* **Outflank** - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
* **Plant Evidence** - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
* **Vendetta** - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
* **Plant Explosives** - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
* **Take Prisoner** - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
* **Make Them Suffer** - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
* **Frame for Murder** - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
* **Power Ritual** - gain 1 VP for each table that has a friendly Scheme within 6" of it
* **Entourage** - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
* **Deliver a Message** - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
* **Murder Protege** - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
* **Spring the Trap** - once per game earn 1 VP for every Scheme within 4" of the enemy leader
Turf War (Ram) Strategy

Divide the table into four square table quarters. In the center of each table quarter, place a neutral Strategy Marker. Place another neutral Strategy Marker in the center of the table.

Strategy Markers are Impassable.

Strategy Markers can be either friendly, neutral, or enemy. A Strategy Marker friendly to one player is enemy to the other (and vice versa). A model can take an Interact Action targeting a Strategy Marker in base contact with it to change its alignment from enemy to neutral or from neutral to friendly.

When a friendly model Kills an enemy model, it can change one Strategy Marker in the same table quarter as the Killed model from enemy to neutral, if possible (the Marker in the center is considered to be in every table quarter).

If a model is in more than one table quarter, the model that Killed it may decide which table quarter the Killed model was in.

At the end of each Turn, a Crew gains 1 VP if it has more friendly Strategy Markers than it has scored VP for this Strategy.
Sonnia Criid

Second Role
 Complexity
 Cost/ Cache
 Offense
 Support
 Survival

 Playstyle

## Crew Synergy

Totems

Henchmen

Enforcers

Minions

## Schemes

### Line in the Sand

* **Line in the Sand** - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Common Schemes

* **Assassinate** - gain 2 VP if the enemy leader is killed/ sacrificed
* **Breakthrough** - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
* **Protect Territory** - gain 1 VP for each Scheme within 6" of its deployment zone
* **Bodyguard** - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
* **Distract** - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

### Uncommon Schemes

* **Cursed Object** - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
* **Outflank** - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
* **Plant Evidence** - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
* **Vendetta** - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
* **Plant Explosives** - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
* **Take Prisoner** - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
* **Make Them Suffer** - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
* **Frame for Murder** - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
* **Power Ritual** - gain 1 VP for each table that has a friendly Scheme within 6" of it
* **Entourage** - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
* **Deliver a Message** - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
* **Murder Protege** - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
* **Spring the Trap** - once per game earn 1 VP for every Scheme within 4" of the enemy leader
Nellie Cochrane

Second Role
 Complexity
 Cost/ Cache
 Offense
 Support
 Survival

 Playstyle

## Crew Synergy

Totems

Henchmen

Enforcers

Minions

## Schemes

### Line in the Sand

* **Line in the Sand** - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Common Schemes

* **Assassinate** - gain 2 VP if the enemy leader is killed/ sacrificed
* **Breakthrough** - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
* **Protect Territory** - gain 1 VP for each Scheme within 6" of its deployment zone
* **Bodyguard** - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
* **Distract** - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

### Uncommon Schemes

* **Cursed Object** - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
* **Outflank** - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
* **Plant Evidence** - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
* **Vendetta** - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
* **Plant Explosives** - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
* **Take Prisoner** - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
* **Make Them Suffer** - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
* **Frame for Murder** - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
* **Power Ritual** - gain 1 VP for each table that has a friendly Scheme within 6" of it
* **Entourage** - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
* **Deliver a Message** - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
* **Murder Protege** - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
* **Spring the Trap** - once per game earn 1 VP for every Scheme within 4" of the enemy leader
Corrupted Idols (Strategy)

At the start of each Turn, after determining which player has Initiative, place a Strategy Marker centered on the centerline. The location of the Strategy Marker is determined by the suit of the Initiative Flip of the player with Initiative

(and the direction is calculated from that player’s perspective):

• m: 8" from where the centerline meets the table edge on the left.

• t: 8" from where the centerline meets the table edge on the right.

• r: On the centerpoint.

• c: Where the centerline meets the table edge

(player with Initiative chooses which table edge).

• Joker: Reflip.

If the Strategy Marker would be placed on top of an existing Strategy Marker, the player with Initiative instead places the Strategy Marker evenly on the centerline, touching but not overlapping the existing Strategy Marker and not

overlapping any other Strategy Markers. If this is not possible, the Strategy Marker is not placed. A model in base contact with a Strategy Marker can take an Interact Action and suffer up to three irreducible damage, ignoring Hard to Kill. A model may not suffer more damage than its current Health.

Place the Strategy Marker anywhere within X” of its current location, not in base contact with a model or Impassable Terrain, where X is equal to the amount of damage suffered by the Interacting model (even if it was Killed by the damage it suffered).

At the end of each Turn, a Crew gains 1 VP if there are more Strategy Markers completely on the opponent’s table half than it has earned VP from this Strategy.
Hungering Darkness

**Role**: Melee Tank

## Playstyle

The Hungering Darkness (or "Huggy" as many players call it) is Jakob Lynch's henchman-level totem. A powerful beast that wants to get into melee as soon as possible, where it feeds on the Brilliance that the Honeypot crew are dealing out to heal itself - making it a rapidly-recovering tank of a monster!

## Tactics

### Fired from Jakob's Derringer

Huggy wants to get into melee as fast as possible. Fortunately Jakob can make that happen as his Derringer attack has a TOME trigger that puts Huggy within 1" of the target of the attack (regardless of where Huggy was before this happened). Use Jakob to put Huggy where he wants to be (i.e.: in the face of the enemy).

### Obey!

Huggy has an obey which is not only powerful on its own BUT also gives the affected target 1-2 Brilliance (depends if a Mask is flipped/cheated for the duel). Like most Obey's its not easy to pull off (needing a 10+ to work) but, if you have one in hand (or have stacked your deck with one) its almost always worth using to disrupt your opponents plans by turning them against each other.

### Risky Healing (Bonus Action)

Huggy is best activated LATER in a turn when it has sustained some damage, due to its only bonus-action "Consume Brilliance". This removes 1 Brilliance from every target (friend or foe) within 6", but then heals Huggy for the total amount of Brilliance removed (meaning if Huggy is on 1-hp, but there are 7 models with Brilliance within 6" of it when it activates, it will effectively heal to full health!)

"Consume Brilliance" should be used predominantely for this effect - keeping Huggy alive. However don't ignore the fact it also forces the enemies to make a very high TN 14 WP duel which, if they fail, makes the victims also suffer **SLOW** (which can be extremely punishing to an opponent's action economy!)

***NOTE***: If Huggy is undamaged, and not surrounded by many models, consider NOT using its Bonus-action. Save the Brilliance feeding for when you need to heal Huggy. Your opponent may avoid attacking you to discourage this, but in doing so they are just going to allow Huggy to stay in Melee, attacking everyone it can get its tendrils on!

## How to Counter

Huggy can heal a lot, but it can't heal if dead, and its healing is limited by how many targets around it have Brilliance. Keep your forces dispersed to reduce its healing ability, then hit it hard enough and it will drop!

Alternatively, it may be wise to not engage Huggy at all. If its not damaged, it may be discouraged from using "Consume Brilliance" (as it will remove Brilliance from all targets in range, but only have a CHANCE of causing enemies affected to gain slow). It may be risky, but sometimes ignoring the beast may be your best way to handle it.
Brewmaster

Second Role
 Complexity
 Cost/ Cache
 Offense
 Support
 Survival

 Playstyle

## Crew Synergy

Totems

Henchmen

Enforcers

Minions

## Schemes

### Line in the Sand

* **Line in the Sand** - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Common Schemes

* **Assassinate** - gain 2 VP if the enemy leader is killed/ sacrificed
* **Breakthrough** - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
* **Protect Territory** - gain 1 VP for each Scheme within 6" of its deployment zone
* **Bodyguard** - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
* **Distract** - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

### Uncommon Schemes

* **Cursed Object** - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
* **Outflank** - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
* **Plant Evidence** - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
* **Vendetta** - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
* **Plant Explosives** - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
* **Take Prisoner** - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
* **Make Them Suffer** - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
* **Frame for Murder** - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
* **Power Ritual** - gain 1 VP for each table that has a friendly Scheme within 6" of it
* **Entourage** - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
* **Deliver a Message** - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
* **Murder Protege** - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
* **Spring the Trap** - once per game earn 1 VP for every Scheme within 4" of the enemy leader
Ramos

## Strategies

* Turf War
* Reckoning
* Reconniter
* Squatter's Rights
* Stake a Claim

## Schemes

### Line in the Sand

* **Line in the Sand** - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Common Schemes

* **Assassinate** - gain 2 VP if the enemy leader is killed/ sacrificed
* **Breakthrough** - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
* **Protect Territory** - gain 1 VP for each Scheme within 6" of its deployment zone
* **Bodyguard** - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
* **Distract** - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

### Uncommon Schemes

* **Cursed Object** - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
* **Outflank** - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
* **Plant Evidence** - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
* **Vendetta** - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
* **Plant Explosives** - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
* **Take Prisoner** - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
* **Make Them Suffer** - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
* **Frame for Murder** - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
* **Power Ritual** - gain 1 VP for each table that has a friendly Scheme within 6" of it
* **Entourage** - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
* **Deliver a Message** - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
* **Murder Protege** - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
* **Spring the Trap** - once per game earn 1 VP for every Scheme within 4" of the enemy leader
Viktoria of Ashes

## Strategies

* Turf War
* Reckoning
* Reconniter
* Squatter's Rights
* Stake a Claim

## Schemes

### Line in the Sand

* **Line in the Sand** - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Common Schemes

* **Assassinate** - gain 2 VP if the enemy leader is killed/ sacrificed
* **Breakthrough** - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
* **Protect Territory** - gain 1 VP for each Scheme within 6" of its deployment zone
* **Bodyguard** - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
* **Distract** - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

### Uncommon Schemes

* **Cursed Object** - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
* **Outflank** - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
* **Plant Evidence** - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
* **Vendetta** - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
* **Plant Explosives** - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
* **Take Prisoner** - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
* **Make Them Suffer** - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
* **Frame for Murder** - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
* **Power Ritual** - gain 1 VP for each table that has a friendly Scheme within 6" of it
* **Entourage** - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
* **Deliver a Message** - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
* **Murder Protege** - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
* **Spring the Trap** - once per game earn 1 VP for every Scheme within 4" of the enemy leader
Super Recursion Function

**Super Recursion Function**, denoted as:

```
/#/

```

## Definition

```
In the function, the numbers are entries, and "," or "[#]" are spaces.

```

```
/a, b/ = a^b                                                                                   /a[#]#[#]b[#]c/ = /a[#]#[#]/a[#]#[#]/a[#]#[#]...[#]c-1/[#]c-1/[#]c-1/ where there's b in the middle and there are /a, #, b, c-1/ arrays                                                          /#[#]1/ = /#/

```

```
"," are similar to "[1]"

```

```
/a[n+1]b/ = /a[n]a[n]...[n]a/ where there are /a[n+1]b-1/ entries                 /a[1[1]2]b/ = /a[/a[1[1]2]b-1/]b/                                                      As same as above.                                                                       /a[1]_(n+1)b/ = /a[a[a[...]_(n)a]_(n)a]_(n)a/ with /a[1]_(n+1)b-1/ arrays                As same as above, again.                                                               /a[1]__b/ = /a[1]_(a[1]_(a[1]_(...)b)b)b/                                               /a[1]___b/ = /a[1]__... like in the left...

```

## Examples

```
/2, 5/                                                                                   32

```

```
/2, 2, 2/                                                                               /2, /2, /2, /2, 2////                                                                    2^^5

```

```
/2, 2, 3/                                                                                   /2, /2, /2, /2, /2, ... /2, 2, 2/ ... /, 2/, 2/, 2/, 2/ with 2^^5 arrays

```

```
/5[2]5/ = /5, 5, 5, .../ where there are /5[2]4/ entries

```
Asami Tanaka

Second Role
 Complexity
 Cost/ Cache
 Offense
 Support
 Survival

 Playstyle

## Crew Synergy

Totems

Henchmen

Enforcers

Minions

## Schemes

### Line in the Sand

* **Line in the Sand** - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Common Schemes

* **Assassinate** - gain 2 VP if the enemy leader is killed/ sacrificed
* **Breakthrough** - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
* **Protect Territory** - gain 1 VP for each Scheme within 6" of its deployment zone
* **Bodyguard** - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
* **Distract** - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

### Uncommon Schemes

* **Cursed Object** - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
* **Outflank** - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
* **Plant Evidence** - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
* **Vendetta** - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
* **Plant Explosives** - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
* **Take Prisoner** - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
* **Make Them Suffer** - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
* **Frame for Murder** - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
* **Power Ritual** - gain 1 VP for each table that has a friendly Scheme within 6" of it
* **Entourage** - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
* **Deliver a Message** - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
* **Murder Protege** - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
* **Spring the Trap** - once per game earn 1 VP for every Scheme within 4" of the enemy leader
Somer Teef Jones

Second Role
 Complexity
 Cost/ Cache
 Offense
 Support
 Survival

 Playstyle

## Crew Synergy

Totems

Henchmen

Enforcers

Minions

## Schemes

### Line in the Sand

* **Line in the Sand** - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Common Schemes

* **Assassinate** - gain 2 VP if the enemy leader is killed/ sacrificed
* **Breakthrough** - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
* **Protect Territory** - gain 1 VP for each Scheme within 6" of its deployment zone
* **Bodyguard** - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
* **Distract** - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

### Uncommon Schemes

* **Cursed Object** - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
* **Outflank** - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
* **Plant Evidence** - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
* **Vendetta** - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
* **Plant Explosives** - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
* **Take Prisoner** - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
* **Make Them Suffer** - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
* **Frame for Murder** - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
* **Power Ritual** - gain 1 VP for each table that has a friendly Scheme within 6" of it
* **Entourage** - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
* **Deliver a Message** - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
* **Murder Protege** - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
* **Spring the Trap** - once per game earn 1 VP for every Scheme within 4" of the enemy leader
Dr Douglass Mc'Mourning

Second Role
 Complexity
 Cost/ Cache
 Offense
 Support
 Survival

 Playstyle

## Crew Synergy

Totems

Henchmen

Enforcers

Minions

## Schemes

### Line in the Sand

* **Line in the Sand** - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Common Schemes

* **Assassinate** - gain 2 VP if the enemy leader is killed/ sacrificed
* **Breakthrough** - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
* **Protect Territory** - gain 1 VP for each Scheme within 6" of its deployment zone
* **Bodyguard** - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
* **Distract** - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

### Uncommon Schemes

* **Cursed Object** - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
* **Outflank** - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
* **Plant Evidence** - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
* **Vendetta** - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
* **Plant Explosives** - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
* **Take Prisoner** - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
* **Make Them Suffer** - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
* **Frame for Murder** - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
* **Power Ritual** - gain 1 VP for each table that has a friendly Scheme within 6" of it
* **Entourage** - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
* **Deliver a Message** - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
* **Murder Protege** - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
* **Spring the Trap** - once per game earn 1 VP for every Scheme within 4" of the enemy leader
Sammy LaCroix

Playstyle

## Strategies

* Turf War
* Reckoning
* Reconniter
* Squatter's Rights
* Stake a Claim

## Schemes

### Line in the Sand

* **Line in the Sand** - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Common Schemes

* **Assassinate** - gain 2 VP if the enemy leader is killed/ sacrificed
* **Breakthrough** - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
* **Protect Territory** - gain 1 VP for each Scheme within 6" of its deployment zone
* **Bodyguard** - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
* **Distract** - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

### Uncommon Schemes

* **Cursed Object** - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
* **Outflank** - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
* **Plant Evidence** - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
* **Vendetta** - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
* **Plant Explosives** - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
* **Take Prisoner** - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
* **Make Them Suffer** - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
* **Frame for Murder** - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
* **Power Ritual** - gain 1 VP for each table that has a friendly Scheme within 6" of it
* **Entourage** - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
* **Deliver a Message** - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
* **Murder Protege** - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
* **Spring the Trap** - once per game earn 1 VP for every Scheme within 4" of the enemy leader
Crappypasta

*Not to be confused with "Creepypasta"*

Crappypastas are a variant of creepypasta that is very horribly written. This is not to be confused with trollpastas, as Trollpastas are intentionally horrible

Crappypastas usually contain very cliche things like "Blood" and disgusting imagery, not to be disturbing, its just gross.

## Example

### QWOP's revenge

I am sure you have heard of QWOP, a bad game about lkympics witha broken leg, we all used to shout at...I think its coming for me, I dont have time, anyways, the rage and swearing and blaming him got him mad, it isnt his fault he got a broken leg, its not like he caused th eaccident so QWOP got mad and started killing people who called him a nigger cuz thats what he is

He is after me know

I hear him banging on there door i still rememeber the day were he killed chris! Crhis died when he got killed

my story all started when my friend bob told me about a game called QWOP and I raged at it, it was bad game

than one night i was slepping in my bed and i saw a red eyeball with blood leaking out peeking at me through the door i knew it was QWOP~!

I jumped out the window and broke my leg QWOP screamed now you know how it fells I ran away but tripped as QWop rodlled to me he said DIE! I got scared to much by QWOP he came running at em slow though because the leg broke of him than i ran away and bumped into a tree and QWop came with sissors and stabbed my in the nee and i yelled ow ow that hurts QWOP QWOP grabbed my leg and screemed and i was like NO and he grabbed me but the police came and ran us over! I survived but my legs broke and mommy ent me to the olympics so I became the next QWOp.
Googolological Notation

## Home

### The "Initial Triad"

The "Initial Triad" consists of addition, multiplication, and exponentiation, and is written normally.

### Tetration

Tetration, *a*^^*b*, is a power tower of *b* *a*'s. It is denoted {*a*,*b*,2}.

### Pentation

Pentation *a*^^^*b*, is denoted {*a*,*b*,3}.

### Higher operations

They are denoted {*a*,*b*,*n*} where *n* is the hyperoperation number of the operation.

### Repeated Numbers

They, a hyperiteration, are denoted by brackets as opposed to braces. For example, {[10,2],100,2} is a tron. Note that {[*a*,*b*]} is contracted to [*a*,*b*].

### Combined Operations

They are also denoted by sub-brackets. For example, {{10,100,2},10,3} is a moogol.

## Multientrical Arrays

*{a,b,c,...,X}* represents *{a,{b,c,...,X},X}*, with *X* as operator. This is resolved recursively. For example, {4,4,4,4,3}, a Tiny Graham, = {4,{4,4,4,3},3} = {4,{4,{4,4,3},3},3}.

## Functionalities

View History

Delete
Cleo

Full name: Cleo Aiolos Corbeille de Veil

Japanese name: Kureo Aiorosu no Gomibako Bēru

Age: +-27 years

A supposed descendant of the royal family who has gathered a crew of people who are wanted all over the galaxy for their special abilities; they follow Cleo and later wind up following Michel in order to save Cleo. Cleo's personality is "like the wind" - to his comrades it's unpredictable where his next destination will be or which way he wavers. His rough, seemingly uncaring personality was shown bluntly to Michel and her followers when they first meet after being saved by him. At first, to Michel's servants, he seems more like a pirate than a savior: only caring about material things than anything or anyone else as he wishes for payment for saving Michel. As the storyline progresses, Cleo shows more and more defiance towards the idea of fighting with the People's Army while with them. It is not until the first big battle begins, where his newfound rival, Vetti is to be watching, that he truly becomes serious. In later episodes, he falls in love with Michel Volban (Racine Blanch).

Voice: Kenjiro Tsuda (Japanese), Travis Willinghan (English)
Pizza

**Pizza** is the tastiest food in the whole world. Seriously, there is nothing better than a nice glass of pizza in the morning.

## Pizza

Pizza is the greatest food in the world. If you don't like pizza, then you're not a pizzponeur. Pizzaponeurs and folks who like pizza. They are the master race in all this.

## Pizza pizza

Pizza is sometimes called "Azzip" and there are many places that sell pizza, like: The Pizza Hut, Dominoes, Papa John's, Garryson's Pizza, Little Caesars, Pizza Pizza, Pizza Warehouse, Pizzaland, Pizzafuckers, We Shit On Your Pizza Before Delivering It To You, Beatles Brand Pizza, Pizza of the Smoke, Skyrim Brand Pizza, Hourglass Pizza, Pizzazzip, Place Your Pizza In Your Mouth, Pete's Peetza, Pizza Place, Pasta and Pizza, Harry's Pizza, Pizza Dude, and Cici's Pizza.
Bayou

*Once simple creatures, the curiosity of the Gremlins and the arrival of men in their dimension led to their currents state. Like children they attempted to understand the strangers and came to admire them. This in turn took to their imitation and want to be more. They stole the 'boomsticks' and learned how to make their own. They observed 'moonshine' foundries and alchol ran rampant through their kin. Eventually these simple beings craved more, just like the "hoo-muns" they strove to be more like. Now what was once considered a minor pest to the settlers of Malifaux has evolved into a force that needs to be noticed for the threat they pose is quickly becoming all too real.*

## Themes

The theme of the Gremlin force is essentially that of creative idiocy. They overstuff their firearms with too much gunpowder causing them to explode. They drink themselves into a reckless daze and charge fearlessly at the enemy - ignorant that doing so will hurt them. They launch pigs at their foes via catapults, and often hurt themselves in the process while laughing at their own injuries.

If you enjoy securing a victory regardless of the cost, the Gremlins are the faction for you.

## Playstyle

It is unheard of for a Gremlin crew to leave any conflict uninjured because they renown for injuring themselves in any fight they are involved in. The payoff for doing so however is a significant damage output and fairly mobile force- utilizing self harm as a means of motivation to deal incredible amounts of damage. Indeed the Gremlin force can be summized in the old saying "This is going to hurt you a lot more than its going to hurt me!"

Essentially, the Gremlins are the glass-cannon/ swarm faction. They deal incredible damage from multiple cheap minions, giving them great aggressive cover as they complete objectives. They fall easily but their damage output means their enemies typically drop just as fast. Gremlins often do rely on this as well since their self-harm mechanic means they are only at their best in the early game when they have health available to loose. If forced into a war of attritition, its very rare the Gremlins will survive.

If you enjoy dealing tones of damage, are content to loose half your crew in the process of erradicating the enemy, and want to end games fast and early, the Gremlins are the faction for you.

## Forces

The bayou is full of life and this is reflected in their forces as typically more than 80% of any Gremlin crew will consist of Living models. The exceptions are their Stuffed Piglets which count as undead, and their Whiskey Golem which is one of their few constructs.