recursal/Fanatic-Fandom huggingface dataset:
Bothawui

## Bothawui

**Region**: Mid Rim

**Climate**: Temperate

**Gravity**: Standard

**Moons**: 3

**Length of Day**: 27 standard hours

**Length of Year**: 351 local days

**Sapient Species**: 98% Bothan (native), 1% Human, 1% other species

**Government**: Bothan council

**Capital**: Drev'starn

**Major Exports**: Information, technology

**Major Imports**: Technology

**Knowledge (Galactic Lore)**

 15
 20
 25

**Knowledge (Social Sciences)**

 15
 20
Fearless Leader (Talent)

## **Fearless Leader**

As a swift action, you can provide a courageous example for your allies. For the remainder of the encounter, your allies receive a +5 morale bonus to their Will Defense against any fear effect. Your allies lose this benefit if they lose line of sight to you, or if you are killed or knocked unconscious.

**Prerequisite**: Born Leader.
Force Lightning

## **Force Lightning [Dark Side]**

You blast an enemy with deadly arcs of Force energy.

**Time**: Standard action.

**Targets**: One target in line of sight and within 6 squares of you.

Make a Use the Force check. Make one roll and compare the result to the target’s Reflex Defense. If the check equals or exceeds the target’s Reflex Defense, the target takes 8d6 points of Force damage and moves -1 step along the condition track. Otherwise, the target takes half damage and does not move along the condition track.

**Special**: You can spend a Force Point to move a target an additional -1 step along the condition track when you successfully hit it with Force lightning.
Force Slam

## **Force Slam [Telekinetic]**

You pound one or more creatures with the Force.

**Time**: Standard action.

**Targets**: All targets within a 6 square cone and within line of sight.

Make a Use the Force check. Make one roll and compare the result to each target’s Fortitude Defense. If the result equals or exceeds a target’s Fortitude Defense, it takes 4d6 points of Force damage and is knocked prone. If the result is less than a target’s Fortitude Defense, it takes half damage and is not knocked prone. Targets larger than Medium add a size modifier to Fortitude Defense against this power: Colossal +50, Gargantuan +20, Huge +10, Large +5.This is an area effect.

**Special**: When you use this power, you can spend a Force Point to deal an additional 2d6 points of damage to targets in the area.
Knowledge (Skill)

## **Knowledge (Int)**

Knowledge encompasses a number of unrelated skills. Knowledge represents
a study of some body of lore, possibly an academic or even scientific
discipline.

Each time you select
Knowledge as a trained skill, you must choose a field or study from the list
below:

Bureaucracy: Business
procedures, legal systems and regulations, and organizational structures.

Galactic lore: Planets,
homeworlds, sectors of space, galactic history, and the Force.

Life sciences:
The sciences concerned with the study of living organisms, including biology, botany, zoology, microbiology, physiology, biochemistry, and related subjects.

Physical sciences:
The sciences concerned with the study of inanimate natural objects, including physics, chemistry, astronomy, and related subjects.

Social sciences:
The scientific study of society and social relationships.

Tactics: Techniques and
strategies for disposing and maneuvering forces in combat.

Technology: Function
and principle of technological devices, as well as knowledge of cutting edge
theories and advancements.

Common Knowledge: You
can answer a basic question about a subject related to your field of study with
a DC 10 check. For example, a DC 10 Knowledge (life sciences) check is enough
to know that Rodians are skilled hunters.

Expert Knowledge
(Trained Only): You can make a Knowledge check as a swift action to answer a
question within your filed of study from 15 (for simple questions) to 25 (for
tough questions). The GM may adjust the DC depending on the character’s
personal experience. For example, a DC 20 Knowledge (galactic lore) check might
reveal specific information about the inhabitants of the planet Dathomir, but
the DC may be lower if the character making the check has actually been there.

Retry: No, you can’t
reroll a failed Knowledge check. The roll represents what you know, and
thinking about a topic a second time doesn’t let you know something you never
learned in the first place.

Special: You can take 10 when making a Knowledge check,
but you can’t take 20.
The Automaton

### Weapon

Built-In Weaponry (Including, but not limited to: A Spinning Sawblade, Garden Shears and A Sledgehammer.)

### Movement Speed

115 % | 4.6 m/s (Without Use of Power)
95 % | 3.8 m/s (With Defender Mode On)
120 % | 5.0 m/s (With Attacker Mode On)

### DLC

Machina of Malice

> *`"TARGET ACCQUIRED, TERMINATION IN PROGRESS."`* - Terminus after hooking a survivor
>
>

**Work In Progress...**
Crime Lord

Few societies manage to eradicate crime altogether. In the underworld, someone always rises to the top, either through vision, organization, or sheer intimidation. The life of a crime lord isn't for the timid. After conquering an unseen empire, the crime lord wages a daily struggle not only to stay on top but also to stay alive.

Of course, not every crime lord is bent on corrupting society and making a profit. Some use their criminal connections to wage lucrative guerilla wars against tyrants and despots. Indeed, some of the lesser-known heroes of the Rebellion began as smugglers or pirates, and eventually rose through the ranks of their organization to provide a more noble direction for their groups' activities. Although some did so to remove an obstacle to making more money, others recognized that ridding the galaxy of the Empire's evil was a more important long-term goal.

Problematically, crime lords are notoriously bad at cooperating with one another. The head of any given criminal empire has as much to fear from a gang war as he does from internal dissent and ambitious underlings. Even those with altruistic intentions sometimes learn the hard way that their troops are more interested in gaining power and wealth than saving the galaxy from greater evils.

### **Requirements**

**Minimum Heroic Level**: 7th

**Trained Skills**: Deception, Persuasion

**Talents**: At least one talent from the Fortune, Lineage, or Misfortune talent tree.

## Crime Lord Prestige Class Traits

**Attack Bonus**:A Crime Lord's attack bonus is equal to his level x 0.75 and rounded down.

**Defense Bonuses**: A Crime Lord receives a +2 class bonus to Reflex Defense, and a +4 class bonus to Will Defense.

**Hit Points**: A Crime Lord receives hit points equal to 1d8 + his Constitution modifier at each additional level.

**Force Points**: A Crime Lord receives Force Points equal to 6 + one-half his character level (rounded down) every time he gains a new level in this class. Any Force Points left over from previous levels are lost.

**Talents**: At every odd-numbered level, a Crime Lord selects a talent from one of the following talent trees (Infamy, Mastermind, Influence). He must meet any prerequisites of the chosen talent.

**Command Cover**: Starting at 2nd level, you can use your allies to shield you from harm. You gain a +1 cover bonus to your Reflex Defense for each ally that is adjacent to you, up to a maximum bonus equal to one-half your class level (maximum +5 at 10th level).
Acrobatics (Skill)

## **Acrobatics (Dex)**

You can move at normal speed across difficult terrain, keep your balance while walking on a narrow surface, take less damage from a fall, slip free of restraints or a grappling foe, and get up from prone safely. In addition to the specific options listed below, you can use Acrobatics to perform typical tumbling, flipping, or gymnastic maneuvers.

**Balance**: A successful Acrobatics check allows you to move at half speed along a narrow surface such as a ledge or wire. The DC of the Acrobatics check varies with the width of the surface (see below). If the surface is slippery or unstable, increase the DC by 5. A failed check means you fall prone and must make a DC 15 Acrobatics check to catch the ledge or wire.

  8-15 cm wide
  4-7 cm wide
  Less than 4 cm wide

You are considered flat-footed while balancing, and thus you lose your Dexterity bonus to your Reflex Defense (if any). If you are trained in Acrobatics, you aren’t considered flat-footed while balancing.

If you take damage while balancing, you must immediately make another Acrobatics check against the same DC to keep from falling.

**Cross Difficult Terrain (Trained Only):** With a successful DC 15 Acrobatics check, you can move through difficult terrain at your normal speed.

**Escape Bonds**: With a successful Acrobatics check, you can slip free of restraints (DC varies; see table below), wriggle through a tight space (DC 20), or escape from a grapple (DC = the grappler’s grapple check). The DC to slip free of a restraint depends on the type of restraint (see table).

It takes a standard action to escape a grapple. It takes a full-round action to escape a net or to move 1 square through a tight space. It takes 1 minute to escape from ropes, binder cuffs, or manacles.

  Ropes
  Net
  Binder Cuffs

**Fall Prone (Trained Only)**: If you are trained in Acrobatics and succeed at a DC 15 check, you can drop to a prone position as a free action (instead of a swift action).

**Reduce Falling Damage (Trained Only):** With a successful DC 15 Acrobatics check, you can treat a fall as if it was 3 meters (2 squares) shorter when determining damage. For every 10 points by which you beat this DC, you can subtract an additional 3 meters from the fall for determining damage. If you make this check and take no damage from the fall, you land on your feet.

If you are struck by a falling object, you can reduce the damage you take by half with a successful DC 15 Acrobatics check.

**Stand Up from Prone (Trained Only):** If you are trained in Acrobatics and succeed at a DC 15 check, you can stand up from a prone position as a swift action (instead of a move action).

**Tumble (Trained Only)**: If you succeed at a DC 15 Acrobatics check, you can tumble through the threatened area or fighting space of an enemy as part of your move action without provoking an attack of opportunity. Each threatened square or occupied square you tumble through counts as 2 squares of movement.

**Special**: You can’t take 10 or take 20 on an Acrobatics check.

If you are trained in Acrobatics, you gain a +5 bonus to your Reflex Defense when fighting defensively.
Mobility

## **Mobility**

You are skilled at moving past opponents and avoiding opportunistic
attacks.

**Prerequisites**:
Dexterity 13, Dodge.

**Benefit**: You get a +5
dodge bonus to Reflex Defense against attacks of opportunity caused when you
move out of or into a threatened area.

A situation that makes you lose your Dexterity bonus to
Reflex Defense (if any) also makes you lose dodge bonuses. Dodge bonuses stack
with each other, unlike most types of bonuses.
Linguist

## **Linguist**

You pick up languages quickly and easily.

**Prerequisite**:
Intelligence 13.

**Benefit**: You gain a number
of bonus languages equal to 1 plus your Intelligence bonus (minimum of 1).

**Special**: You can take this feat more than once. Each time
you take this feat, you gain a number of additional languages equal to 1 plus
your Intelligence bonus (minimum of 1).
Mind Trick

## **Mind Trick [Mind-Affecting]**

You use the Force to alter a target’s perceptions or plant a suggestion in its mind.

**Time**: Standard action.

**Target**: One Intelligence 3 or higher creature in line of sight and within 12 squares of you.

Make a Use the Force check. If you equal or exceed the target’s Will Defense, you may choose one of the following effects:

* You create a fleeting hallucination that distracts the target and enables you to use the Stealth skill even if the target is aware of you.
* You perform a feint so that the next attack you make against the target ignores its Dexterity bonus to Reflex Defense (if any).
* You make an otherwise unpalatable suggestion seem completely reasonable to the target. You must be able to communicate with the target, and the suggestion can’t obviously threaten the target’s life. The target won’t realize later that what he did is unacceptable.
* You fill the target with terror, causing it to flee from you at top speed for 1 minute. The affected creature stops fleeing if it is wounded. The effect is negated if the target’s level is equal to or higher than your character level. This is a fear effect.

**Special**: If you are making a suggestion, you may spend a Force point to improve the target’s attitude by one step, plus one additional step for every 5 points by which your Use the Force check exceeds the target’s Will Defense.
Mighty Swing

## **Mighty Swing**

You are capable of delivering jarring melee attacks.

**Prerequisite**: Strength

**Benefit**: You can spend
two swift actions in the same round to deal +1 die of damage on your next melee
attack in the same round.

The effects of this feat do not stack with the extra
damage provided by the Rapid Strike feat.
Duros (Species)

## **Duros**

Tall, hairless humanoids from the Duro system, Duros were one of the first species to become a major influence in the Galactic Republic, and many respected scholars credited the Duros with creating the first hyperdrive. The Duros have a natural affinity for space travel, possessing an innate grasp of the mathematical underpinnings of astrogational computations. Many tales are swapped in cantinas about Duros astrogators calculating the coordinates for supposedly impossible jumps in their heads. Although not as numerous as Humans, the Duros are almost as omnipresent; all but the smallest settlements in known
space feature Duros populations.

The Duros species has existed on other worlds in isolation from the rest of their kind, evolving in slight different directions from the baseline species. The most populous and well-known near-Duros species are the Neimoidians, a people rarely encountered during the Rebellion era.

### **Personality**

A Duros tends to be intense and adventurous, always seeking to learn what’s at the end of the next hyperspace jump. They are a proud, self-sufficient, fun-loving people who also have a tendency toward gregariousness.

### **Physical Description**

Duros average about 1.8 meters tall. They are hairless, with large eyes and wide, lipless mouths. Skin color ranges from blue-gray to deep azure.

### **Languages**

Duros speak, and are literate in Durese and Basic.

### **Adventurers**

Duros adventurers include hyperspace explorers, star charters, and spacers of all descriptions. They also tend to gravitate toward the sciences, including engineering and astrogation. Some Duros shun exploration in favor of smuggling and trading, and a small number go
into diplomatic professions.

## **Duros Species Traits**

Duros share the following species traits:

**Ability Modifiers**: +2 Dexterity, +2 Intelligence, -2 Constitution. Duros are agile in mind and body, but they aren’t a physically hardy people.

**Medium Size**: As Medium creatures, Duros have no special bonuses or penalties due to their size.

**Speed**: Duros base speed is 6 squares.

**Expert Pilot**: As natural spacers, a Duros may choose to reroll any Pilot check, but the result of the reroll must be accepted even if it worse.

**Automatic Languages**: Basic and Durese.
Dreadful Rage

## **Dreadful Rage**

You deal horrendous damage while raging.

**Prerequisites**: Rage
species trait, base attack bonus +1.

**Benefit**: While raging,
your rage bonus on melee attack rolls and melee damage rolls increases to +5.

**Normal**: A character with the rage species trait gains a
+2 rage bonus on melee attack rolls and melee damage rolls while raging.
Double Attack

## **Double Attack**

You can make an additional attack during a round of combat.

**Prerequisites**: Base
attack bonus +6, proficient with chosen weapon.

**Benefit**: Choose a
single exotic weapon or one of the following weapon groups: advanced melee
weapons, heavy weapons, lightsabers, pistols, rifles, simple weapons. When you
use the full attack action, you may make one additional attack when wielding
such a weapon. However, you take a -5 penalty on all attack rolls until your
next turn because you’re trading precision for speed.

**Normal**: Making a single
attack is a standard action.

**Special**: You may select this feat multiple times. Each
time you select this feat, it applies to a different exotic weapon or weapon
group.
Bothan (Species)

Native to Bothawui, these short, fur-covered humanoids have had
hyperspace travel for thousands of years. Bothans use information as a measure
of wealth and power, even wielding it as a weapon when necessary. The Bothan
SpyNet, one of the largest intelligence agencies during most eras, plays an
important role in the Galactic Civil War.

Culturally, Bothans don’t believe in direct conflict because it destroys
people, material, and even information. They prefer behind-the-scenes
manipulation, watching and waiting for information that they can use to gain
status and influence. This attitude makes espionage a natural part of their
culture. While others often find Bothans to be manipulative and irritating, no
one wants to lose access to their SpyNet. As a result, nearly all groups have
at least some contact with the Bothans.

## **Bothan Species Traits**

Bothans share the following species traits:

**Ability Modifiers**: +2 Dexterity, -2 Constitution. Bothans are agile but not particularly resilient.

**Medium Size**: As Medium creatures, Bothans have no special bonuses or penalties due to their size.

**Speed**: Bothan base speed is 6 squares.

**Iron Will**: Bothans have above-average willpower
and gain a +2 species bonus to their Will Defense.

**Conditional Bonus Feat**: Bothans are natural spies and
investigators. A Bothan with Gather Information as a trained skill gains Skill Focus (Gather Information) as a bonus feat.

**Automatic Languages**: Basic and Bothese.
Prestige Classes

Prestige classes offer abilities and powers otherwise inaccessible to heroes and GM character, focusing them in specific directions. A character with a prestige class is generally more specialized, yet perhaps slightly more powerful, than a character without one.

A character can't begin as a member of a prestige class. Abilities granted by prestige classes are acquired only by meeting the requirements specific to each example, which almost always demand - in effect 0 that a character be at least mid-level. Additionally, there may be non-rules-related requirements that must be met in-game, such as group membership fees, special training exercises, or quests.

Prestige classes are purely optional, and always under the purview of the GM. Even though a few examples can be found below, they are idiosyncratic to each campaign, and thus many GMs may choose to not allow them or only use them for GM characters.

Requirements: All prestige Classes have certain requirements that a character must fulfill prior to taking the first level in that class. Among the most common requirements are a minimum character level, a minimum base attack bonus, being trained in certain skills, or having certain feats. These requirements make it easier for certain types of characters to become members of a given prestige class. For example, a scout could potentially take his first level of bounty hunter as an 8th-level character.

Ace Pilot

Bounty Hunter

Crime Lord

Elite Trooper

Force Adept

Force Disciple

Gunslinger

Jedi Knight

Jedi Master

Officer

Sith Apprentice

Sith Lord
Ace Pilot

The ace pilot is to vehicle combat what the elite trooper is to personal weapons combat. Her arms and armor are the weapons and shields of a sleek starship soaring through space or an airspeeder shrieking through the atmosphere. A veteran of countless engagements, the ace pilot has proven her skill again and again by virtue of facing the enemy and surviving - and making sure the enemy did not. She has several kills to her credit, and her combat maneuvers are occasionally studied and discussed in training academies for their ingenuity and effectiveness.

For her part, the ace pilot only feels truly alive in the cockpit, where she can pit herself against her peers in a life-and-death contest to see who is the better pilot. For some ace pilots, the contest is enough, and they don't care whether they win or simply get away with their lives. For others, the important thing is the kill. The adrenaline surge they feel when finishing off an enemy brings them back again and again. The best ace pilots learn to stop enemies without destroying them, but those aces are rare, and their exploits are legendary.

Ace pilots define themselves by the vehicles they fly. Some are starfighter aces, while others fly space transports. Ace pilots can also be found at the controls of a Podracer, Coruscant air taxi, or even a large assault vehicle such as an AT-AT.

### **Requirements**

**Minimum Heroic Level**: 7th.

**Trained Skills**: Pilot.

**Feats**: Vehicular Combat.

## Ace Pilot Prestige Class Traits

**Attack Bonus**:An Ace Pilot's attack bonus is equal to her level x 0.75 and rounded down.

**Defense Bonuses**: An Ace Pilot receives a +4 class bonus to Reflex Defense, and a +2 class bonus to Fortitude Defense.

**Hit Points**: An Ace Pilot receives hit points equal to 1d8 + her Constitution modifier at each additional level.

**Force Points**: An Ace Pilot receives Force Points equal to 6 + one-half her character level (rounded down) every time she gains a new level in this class. Any Force points left over from previous levels are lost.

**Talents**: At every odd-numbered level, an ace pilot selects a talent from one of the following talent trees (Expert Pilot, Gunner, Spacer). She must meet any prerequisites of the chosen talent.

**Vehicle Dodge**: Beginning at 2nd level, you apply a dodge bonus to the Reflex Defense of any vehicle you pilot. The dodge bonus is equal to one-half your class level, rounded down. Any condition that makes you lose your Dexterity bonus to Reflex Defense also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Negate Energy

You spontaneously negate a single attack that deals energy weapon damage, such as a lightsaber or blaster.

**Time**: Reaction.

**Time**: One attack made against you that deals energy weapon damage.

Make a Use the Force check. If the result of the check equals or exceeds the damage dealt by the energy weapon, the attack is negated and you take no damage. If your check result is less than the amount of damage dealt, you fail to negate the attack and take damage as normal.

**Special**: You must be aware of the attack (and not flat-footed) to negate it. If you are successful, you can spend a Force Point to regain hit points equal to the damage of the negated attack, up to a maximum of your full normal hit points.
Bataille radiante - Trunks ( Jeune )

Niveau max
 80 / 100 |    |    | 19 / 27

* Stats
* Potentiel max
* Orbes

* Catégories

L'origine des Saiyans - (Ki +1)

Jugement serein - (DEF +20%)

Lignée royale - (Ki +1)

Guerrier Z - (ATT +15%)

Futur désespéré - (Ki +1)

**Catégorie - Saga du futur**

**Catégorie - Voyageur du temps**

**Catégorie - Famille de Vegeta**

**Catégorie - Lien maître-élève**

**Catégorie - Héros des films**

**Catégorie - Prodiges du combat**
Human (Species)

Humans dominate the Core Worlds and can be found in virtually every
corner of the galaxy. They are the ancestors of early spacefaring pioneers,
conquerors, traders, travelers, and refugees. Humans have always been people on
the move. As a result, they can be found on almost every inhabited planet. As a
species, Humans are physically, culturally, and politically diverse. Hardy or
fine, light-skinned or dark, Humans remain one of the most dominant species
throughout all eras of play.

Skin shades run from nearly black to very pale, hair from black to blond. Men are usually taller and heavier than women. Humans achieve maturity about the
age of 15 and rarely live beyond 100.

### **Homeworlds**

Various, including Coruscant,
Corellia, Naboo, and Alderaan.

### **Languages**

Humans speak, read, and write Basic. They often learn other languages as well, including obscure ones.

### **Adventurers**

Humans aren’t afraid to try anything,
and Human adventurers are the most audacious, daring, and ambitious species. A
Human can earn glory by amassing power, wealth, and fame. More than any other
species, Humans champion causes rather than territories or groups.

## **Human Species Traits**

Humans share the following species traits:

**Medium Size**: As Medium creatures, Humans have no special bonuses or penalties due to their size.

**Speed**: Human base speed is 6 squares.

**Bonus Trained Skill**: Humans are versatile and accomplished
at many tasks. A Human character chooses one additional trained skill at 1st
level. The skill must be chosen from the character’s list of class skills.

**Bonus Feat**: Humans gain one bonus feat at 1st
level.

**Languages**: Basic
The Hunter

## Ability

Sends out a shadow spree, which follows the targeted survivor like a hound
Can't be get rid off by running
Can be repulsed with the light of for example the flashlight or a running gen
On hit the survivor is unable to run or do running actions for like 1.75 seconds
Cooldown

## Normal weapon

Sadly the hunter lost his gun in the woods, but his rusty knife is almost as good as the gun, it makes even more painfull wounds.

## Story

Brandon Lash was a jerk. Since his first day in preschool he bullied
weaker kids, stole their stuff... all he was able to do to make their
lifes worse. And this growth with his body:
Stealing milk money in elementary, smartphones in high school and later everything he was able to.
He
 also loved to torment animals, starting with his neighbors cat, which
he ripped in half, up to wild animals, which he started to kill without
permission in the forest.
On day, after he shot a deer with his
friends, he saw a little boy standing next to the corpse. He grapped him
 and took him to their camp. There he was their slave for years, got
flogged in every situation. But in the end he killed all his friends,
using a knife which he was supposed to kill a fawn with. Brandon escaped
 with deep wounds, swearing to find this monster who killed his friends.

## Map

The home of the hunter is his cabin, deep in the woods.

## Add-ons

* "Split"

 The shadow spree can split if it sees another survivor while chasing the pray

* "Death scream"

 When getting destroyed by light the shadow explodes, showing the aura of every survivor in
 a 25 m radius

* "Shadow walk"

 While chasing the pray the shadow can walk through a wall 1 time

## Credit

This killer was created by the steamuser Tomoprof
The Werewolf

## **Ability**

While chasing a survivor a bar gets filled, when the bar is full the
killer can transforms into a werewolf. In this this state he is ways
faster, and can jump through windows, over pallets and is insensitive to
 the flashlights light. The state ends when be hits a survivor, he also
is shortly stuned while transforming back. This survivor doesn't get
hurt, he gets marked, this means the killer gets visual signs from the
survivor. He and all survivors which get near him are marked for death.
This survivors lose two health stats if they get hit by the transformed
killer. Unharmed --> dying, hurt --> dead.

## **Story**

Born in a village deep in the woods, with almost no modern structures
and living according to old values, Hanchil Anderson grew up with no
idea of the modern civilication and educted educated according to
superstitious rituals. Or at least the rest of the world thought it was
superstitious. But it was nothing but the truth, that wild, unknown
creatures lived in this woods, some of them peacefull, others filled
with malice and darkness. One of this creatures is known as a wolflike
beast in old and modern horror storys, the werewolf, which got called
"Pars lupus" by the natives of this village. Hanchil knew about the
danger in the woods and also knew how to avoid them, but one day he
wasn't carefully enough.
While searching mushrooms for the families
next meal in the evening, he got chased by this creature, he escaped...
but with a deep bite in hid arm.
The next night was the hell. He
screamed in pain, couldn't get reassured by neither his parents nor the
shaman of the village, until suddenly he stopped screaming, stopped
moving, stopped breathing. The shaman closed his eyes, leaving the
chamber with Hanchils family. But as soon as they were gone, Hanchil
opend his red eyes, and bored his sharp teeth..

## **Perks**

* "Meat chamber"

When a survivor gets unhooked, he is faced with a very hard skill check. If the survivor misses it, he gets send to the dying state.

* "

## **Mori**

The Werewolf breaks the vistims neck, before ripping out it throat and howling to the sky.

## **Add-ons**

* "Primal rage"

Rage bar fills faster

* "Tough"

Transform stun is shorter

* "Spread"

The radius, within other survivors gets marked for death is bigger

## **Credits**

This killer was created by Steamuser *slemig groda*

Perks and Mori were created by *Ben Acid*
Acklay

The most dangerous predator native to Geonosis is the savage acklay, a monstrous arthropod with an armored exoskeleton and slashing foreclaws.

### **Acklay CL 10**

Huge Beast 11

**Init** +9; **Senses** Perception +10

**Defenses** Ref 15 (flat-footed 15), For 19, Will 10

**hp** 148; **Threshold** 29

**Immune** mild, moderate, and severe radiation

**Speed** 8 squares

**Melee** 2 claws +11\* (1d8+18) and bite +11\* (2d6+18)

**Fighting Space** 3x3; **Reach** 2 squares

**Base Atk** +8; Grp +26

**Abilities** Str 27, Dex 9, Con 29, Int 2, Wis 11, Cha 11

**Feats** Cleave, Power Attack, Skill Training (Initiative, Perception)

**Skills** Climb +18, Initiative +9, Perception +10

\*Includes 5 points of Power Attack
The celtic

by thesirenhead

THE CELTIC

(In case you don't know what Celtic means it means god of hell)

## speed and terror rad

Speed:110       Terror rad:167 (Just wait his rad is long but it goes with his perk)

## backstory

From the moment he was born, David rex was pure evil. As soon as he hit 18 he killed his full family and the next door neighbor using his favorite weapon, his trusty steak knife. He killed the town and everyone started calling him the Celtic, but something he did not get is that he did not kill his mom, his mom just disappeared without a good bye and he went looking for her and went into some fog and came out, but everything looked different...

## power

death crouch

You will crouch down and when crouched you have no terror rad and no red stain and when you stand up you will rush forward one hitting a survivor and putting them in the dying state unlike the pig though you can use this as much as you want. (it has no cool down)

## perks

Terror radius equals death (uncommon) when a survivor is in your terror rad for the next 20 seconds your terror rad become's 4. (combine this with whispers)

Dragon's grip (uncommon) when you attack and miss a survivor get a BIG speed boost for 5 seconds.

Blind (uncommon) You can not be blinded with a flashlight.

## mori

Rush forward, stabbing them through the chest, rushing behind them, stabbing them through the stomach and slicing open their head.

## new survivor

alexis rex

the mom of the Celtic

## perks

I'm am used to this by now (common) when being chased and is hit gain a big speed boost for 10 seconds.

Leap of faith (uncommon) when jumping off of something there's no impact.

Dragon's speed (uncommon) when the killer chasing you misses gain a BIG speed boost for 5 seconds.
Disambiguation:Slender Man

Template:Disambiguation
Slender Man may refer to:

* Slender Chapter Concept – a chapter concept based on *Slender Man*, made by Coney Roadkill Lundenburger.
* Slender man – a killer concept made by Bluerabbit96.
* The Faceless – a killer concept made by Witherbrine98.
* The Myth – a killer concept made by Caeden11.
The Arsonist

Daniel Kavid or "The Arsonist" is a Killer made by Caeden11.

## Physical Appearance

He appears as a tall muscular man wearing a trench coat and a welding mask. He also wears fingerless gloves and tall boots.

## Backstory

"Daniel Kavid was your average office worker, typing on the computers and sitting in the cubicle. Daniel's boss was always rude to him. That night after work was done, Daniel went to the boss' house and set it on fire. He drove back to his own home, and a mysterious black fog had appeared in his garage. The Entity had appeared and gave Daniel powers of strength. Daniel felt an urge to move into the black fog."

## Ability

Flaming Requiem. The ability allows the Arsonist to instantly cancel the Stun effect and will run faster than normal.

## Memento Mori

The Arsonist punches the Survivor down to the ground and delivers a bunch of flame to the Survivor's face.
The Blue Demon

"*We heard a rumor about a mansion on the outskirts of town...they say there is a monster that lives there...." - Hiroshi.*

The Blue Demon is a licensed killer from Ao Oni.

## Backstory

A group of teenagers decide to explore a abandoned mansion on the outskirts of town in Japan, they have heard rumors of a monster that lives there which turns out to be true, the teenagers try to escape the mansion but some of them end up getting killed by Ao Oni but one manages to escape the mansion.

## Power

Oni Touch: If Ao Oni kills a survivor they have a option to put them on a hook or eat them, if Ao Oni eats them they will soon become a oni themselves and go after the other survivors.

## Killer Perks

Heat Vision: Ao Oni has the ability to see the survivors.

## Special Ability

Teleport: Ao Oni has the ability to teleport to different places, this makes trying to survive from Ao Oni more harder.

## Mori

The survivor screams before Ao Oni chomps on their head crushing their skull.

## Survivor

The survivors are the teenagers from the first game being Hiroshi, Mika, Takuro, and Takeshi.
The Burier

The Burier is a original killer made by Caeden11.

Height: Average

Terror Radius: 24

Speed: Average

## Map

Blackened Graveyard (Realm: Crotus Prenn Asylum).

## Lore

"Death is something that you can't escape from. This was an example with a man named Shawn Deadwood. As a young man, he took up the job of a gravedigger at Crotus Prenn Asylum. He always dug graves up for pay, as he was very poor. The man who hired Shawn was often very rude and cruel, for he only gave Deadwood a couple of pennies. Deadwood worked harder and harder, and he still got paid unfairly. Finally, Deadwood's employer did something horrible. Deadwood went mad and killed his employer, and buried the body. A black fog had shrouded the air, and abducted Shawn, never to be seen again."

## Weapon

Bladed Shovel. This digged many graves, but now has been utilized for murdering victims. When you injure a survivor with a basic attack, you'll shake the shovel, shaking the blood off.

## Power: Gravedigger

You can dig a grave in the ground, and it will be hidden. Any survivor who steps into the trap will fall in, and will need to use skill checks to escape. If you put a survivor in the dying state when near a grave, you can throw them into the tombstone, counting as a sacrifice.

Special Ability: Exhumation. You can drag your shovel in the ground, and this will create a trench. If a survivor steps in a trench, they will be revealed to you for a short time.

## Killer Perks

* Hex: Hollow Grave. When a survivor cleanses a dull totem, all generators will have a regression effect of 3/4/5%. "More bodies to bury, more pay, as I always say. -Shawn Deadwood."
* Decomposing Madness. When you put a survivor in the dying state, all generators will be blocked by the Entity for a short moment. This lasts 3/4/5 seconds. "I'll fucking bury you! -Shawn Deadwood."
* Bag Of Bones. When you break a pallet, gain a token (Up to 5). When you gain a token, your next attack will put any survivor in the Dying State. Connecting a hit on a survivor spends 1 token. "I can't believe I get this much for simply burying bodies. -Shawn Deadwood."

## Mori

(Normal Mori) You stomp on the survivor's chest and then slash repeatedly with your shovel.

(Mori near grave) You throw the survivor into the grave, and then bury them.
Farseeing

You gain a vague, momentary impression of events happening around a particular being in some distant place.

**Time**: Full-round action.

**Target**: One creature you know or have met before.

Make a Use the Force check. If your check is less than the target’s Will Defense, you gain no information (including whether the target is alive or dead) and cannot use the Force power against the same target for 24 hours. If your check result equals or exceeds the target’s Will Defense, you can sense whether the target is alive or dead and gain a vague sense of its immediate surroundings, what it’s currently doing, and any strong emotions it is presently feeling. A dead target has a Will Defense of 30 for purposes of this Force power.

**Special**: If you successfully use this Force power, you can spend a Force Point to gain a clear mental image of the target’s surroundings, as well as other creatures and objects within 6 squares of it.
The Virus

The Virus is a Escape-Limiting Killer, Able to swap between personalities to eliminate the survivor ranks by cutting them off or limiting their chances of escape to zero.

#### Base stats:

32 Meter Terror Radius

115% Movement speed

Average height

## Power: Double Monstrosity

The Virus has the ability to swap between Control and Eradication mode when holding the secondary power button.

### Control Mode:

The Virus has a 32 meter terror radius, a normal lunge range, and a 115% movement speed while in control mode.

#### Special Ability: Warp

Hold the Power button to channel a warp. After channeling a warp, The Virus teleports to the spot instantly and can move freely and can attack survivors after 3 seconds. The Virus cannot warp for 20 seconds after warping.

Using a total of 5 warps will instantly transport the Virus to Eradication Mode.

### Eradication Mode:

The Virus has a 42 meter terror radius, a longer lunge range, and a 110% movement speed while in Eradication mode.

#### Special Ability: E.M.P Pulse

Holding the power button while in Eradication mode will release a large pulse of energy that can phase through walls.

The E.M.P pulse has a width of 8 meters and a height of 2 meters.

When a survivor is hit by the pulse they are inflicted with the Obsolete status effect not allowing them to Vault, Drop pallets, Enter Lockers, or use perks for the duration of the ability.

Using a total of 3 E.M.P Pulse will transport the Virus to Control Mode.

## Personal Perks

### Technological Regression

Knowing machines will grant you a better understanding of the game.

For each generator completed, gain a token. Each token will increase your movement speed by 5/10/15% to a maximum of 15/20/25%.

For each token increases the basic attack cooldown by .5/.25/1 second.

### One By One

The more people you pick off your presence greatly disappears.

Each time you sacrifice a survivor gain a token, each token will decrease you terror radius by 3/6/9 meters.

For Each dead survivor, all survivors gain a 5% bonus to repair and healing speeds.

### Hex: No Escape

A eerie hex that's presence within the trial crescendos into a spiel of chaos.

When the exit gates are powered, Hex: No Escape spawns as a dull totem.

Once a exit gate is opened, Hex: No Escape will shut the exit gate and block the switch for 20/25/30 seconds.

Hex: No Escape will reveal the aura of survivors opening exit gates to everyone in the trial.

Hex: No Escape will not stop the Endgame collapse.
My fav killers ranked

by thesirenhead (dbd username:3rdsiren)(if you have a switch add me)

in this ill be telling you my fav killer and how i like to play killer (remeaber this list to not telling you witch killer is the best it´s just telling you my fav killer best to worst)

one rule:NO EDITING THIS SLIDE

```
clown

```

im a clown main (dont judge) i am ranked 4 in the leaderboard for the most people who play clown i have gotten about 40 something  4k´s with clown.

```
huntress

```

i am rank 9 for the most people who play huntress i have about 34 4k´s with huntress.

```
wraith

```

rank 11 for wraith the only reason i love wraith so much is because of how fun it is to play him (i have about 30 4k´s with wraith)

```
nightmare

```

im rank 7 for the people who play freddy i have about 63 4k´s with freddy (because i was a freddy main for about a year) these day i play him when i get bored.

```
doctor

```

rank 9 for doctor (even though dont play him that much) i have about 37 4k´s with doctor the reason i don't play him any more is because his is not fun to play as.

```
legion

```

i am not on the board for legion but i have about 27 4k´s with him and for me his has the most fun ability so far in this game.

```
bubba

```

i am rank 8 in the cannible board i used to main bubba for 2 months before i played clown for the first time.

```
pig

```

i have 17 4k´s with pig (just started playing her 1 week ago)

```
hag

```

only have 8 4k´s with hag (mained her for 1 week that ended fast)

```
hillbilly

```

for me (maybe not for you) hillbilly is not fun to play as i have about 29 4k´s on him though

```
myer´s

```

i only have 4 4k´s with myers because i don't like his play style.

```
plague

```

i'm not going to lie I LOVE PLAYING AS PLAGUE she is so fun but when it comes to four 4ḱ´s i only have 3

```
nurse

```

i was ranked 2 on nurse for about a month i have 56 4k´s with her. i am really good with her but i don't play her anymore because i have not played her in so long i don't even know how to play her anymore.

```
spirit

```

i have only 2 4k´s with spirit because i never play her.

AND NOW THE KILLER YOU ALL HAVE BEEN WAITING FOR THE KILLER I HATE AND SUCK AT THE MOST

```
trapper

```

i have not one 4k with trapper and i play his alot (that's sad)
The Abandoned

*"I saw him. A man left to rot by his family now taken over by the wild with pure hate for humanity in his eyes."*

*The Abandoned*

* Height: Medium
* Terror Radius: 24m
* Movement Speed: 115% 4.6m/s

# Lore

You were left in the woods by your family to die but instead of dying you ended up thriving being taken over by the wild and growing to respect so when people came along to tear down the forest you took care of them quickly.

# Weapon: Rusty Blade

A **Rusty Blade** given to him by his mother a few months before he was left to die.

# Power: Hunters Spear

Hold down the activate ability button then let go of it to throw your spear. Upon hitting a survivor with the spear it will hurt them and knock them back a small distance (Similar to The Masterminds throw) and Stun them for a small amount of time. If the survivor hits a wall when knocked back the stun time is increased. upon throwing the spear it must be picked back up.

# Perks

### Hunters Instincts

They were here you just have to follow the tracks
This perk activates upon kicking a generator.

* The last 2 survivors to touch the Generator have their aura revealed for 3/6/9 seconds
* You gain the Undetectable Status Effect for 2/4/6 seconds

### Scourge Hook: Left to Rot

You were left to rot and now they will be left to die.
At the start of the Trial, **4 random Hooks** are changed into **Scourge Hooks**:

* The Auras of **Scourge Hooks** are revealed to you in **white**.

Each time a Survivor is hooked on a **Scourge Hook**, the following effects apply:

* All Survivors suffer from the Blindness and Hindered Status Effects for 5/10/15 seconds or until you hit a survivor.

### Misleading Tracks

They think they can outsmart you but they have already fallen into your trap.
After kicking a generator 1/2/3 other random generators have your terror radius placed on them for 4/6/8 seconds and you gain the Undetectable Status effect for 8/10/12 seconds.
The Yandere

"The halls of this school are filled with dead bodies. It smells horrible. As I was fixing a generator, I saw her. She was a teenager. In her hand, a large knife was gently resting. I decided to run like Hell, but she seemed to catch up with me, as if she was teleporting. She is constantly trying to appease a man referred to as Senpai, who I have no knowledge of." -Benedict Baker.

## The Yandere

Her acts of sadistic cruelty have made her into the twisted woman she is.

## Appearance

### Skin

Fair

The Yandere is a licensed killer from Yandere Simulator.

## Map

Akidemi High School (Realm: Yamaoka Estate).

## Lore

"Ayano Aishi was a student at Akidemi High School. She was a member of the Occult Club and was pretty normal until she laid her eyes on a student named Taro Yamada. She fell in love, but when she saw his 'Senpai' get kissed by another girl, her sanity was gone as she sadistically slaughtered all the students by a knife and unknown supernatural powers. A ethereal black fog had abducted Ayano in the realm of the Entity. Ayano now kills for the affection of her new Senpai, The Entity."

## Power

Demonic Binding. Summon a ring of demonic hands around you. You also float while Demonic Binding is active. The hands can afflict survivors with the Fear status effect, The Fear status is limited to The Yandere. When a survivor is affected by Fear, skill checks are harder to finish. When Demonic Binding is not active, you can crouch, and your terror radius is shrinked to 0.

## Killer Perks

Hex: Corrupted Love. When a survivor has cleansed a dull totem, all survivors will be revealed as long as the survivor who cleansed the totem is in your terror radius. "Notice me, Senpai! -Ayano Aishi."

Sadistic Wrath. When you get stunned and you hit the survivor, they will suffer a deep wound. "You're disgusting. -Ayano Aishi."

Manipulated Cruelty. When you sacrifice a survivor, all survivors will scream, revealing their location for a short time. "Do it. -Ayano Aishi."

## Mori

The survivor screams before you stab the chest of the survivor. You then pull it out and slash the throat of the survivor.

## Survivor

Osana Najimi. One of the rivals of Ayano, her love for Senpai had vanished after her demise by Ayano. The Entity had saw her and granted mercy.....In the form of abducting her dead body, reviving her, and taking her to his realm.

## Survivor Perks

Determinated Soul. When you escape the killer in a chase, you can work on generators faster. "See you around. -Kokona Haruka."

Guardian Angel. When you are put in the dying state, you recover faster. "Ugh, you can be such a pain, Senpai! -Osana Najimi."

Rising Suspicion. When you cleanse a dull totem, you will see the killer's aura. "I heard rumors about a dangerous person causing trouble in this school. -Megami Saikou."
Dual Weapon Mastery II

## **Dual Weapon Mastery II**

You are a master at fighting with two weapons and double weapons.

**Prerequisites**:
Dexterity 15, base attack bonus +6, Dual Weapon Mastery I.

**Benefit**: When you
attack with two weapons or both ends of a double weapon as part of a full
attack action, you take a -2 penalty (instead of a -10 penalty) on all attack
rolls until the start of your next turn. You only gain this reduced penalty if
you are wielding a weapon with which you are proficient.

**Normal**: If you use a full attack action to make more than
one attack on your turn, you take a -10 penalty on
all attack rolls for the round.
Nar Shaddaa

## Nar Shaddaa (Moon)

### **Nar Shaddaa**

**Region**: Mid Rim

**Climate**: Temperate (urban)

**Gravity**: Standard

**Moons**: -

**Length of Day**: 87 standard hours

**Length of Year**: 419 local days

**Sapient Species**: 20% Human, 1% Evocii, 79% other species

**Government**: Hutt crime lords

**Capital**: None

**Major Exports**: Illegal goods, narcotics, weapons

**Major Imports**: Foodstuffs, illegal goods, medicine, technology

**Knowledge (Galactic Lore)**

 15
 20

**Knowledge (Social Sciences)**

 15
 20