recursal/Fanatic-Fandom huggingface dataset:
Qurarn

**QURARN:** These aliens are in modern day an integrated part of trade, an unfortunate part for some.

They appear as human sized height, with slender almost skinny builds. Their skin is a semi scale green, and they often wear suits, that represent either their trade or position of wealth. They are ruthless, calculated and cold, caring little for feelings, humanity or petty conflicts. Though they are not cruel per nature, and don’t hurt anyone unless there is profit to gain. When someone need a mystic relic, artifact, plants or technology appraised or sold, they often go to the Qurarns.

They pride themselves to be expert traders and appraisers, though they have no moral codes other than that of profit. Whether that be blood money or honest goods, it makes no difference.

They often act as managers or directors of pleasure worlds, as often as they are in the center of the galactic black market. Trading with both the Scourge and the Harvest, for this they are loathed, which seems to suit them fine, as the other races are often forced to deal with them regardless.

Though Qurarns normally don’t break a deal once their word is given, they have on occasion backed out or even acted in vengeance, should the terms of the deal been broken by any of the parties involved. This was evident in the "Phoenix Massacre", as the J´Bau Guild sold out a number of Scourge captains to S.E.C., needless to say, it ended bloody for both parties involved, after that, The Scourge learned from sour bitterness not to break terms with a Qurarn.

The Qurarn start with the following:

* **Greedy**: Quararns are almost genetically greedy. Make a spirit roll, whenever you are presented with an opportunity to make profit, even if its morally questionable.
* **Cold**: As the race have a lack of moral or ethics per se, they are largely indifferent to persuasion or taunt that have anything to doing "the right thing", on most test of wills or persuasion rolls they add a +4 to resist those effects. Intimidate work normally.
* **Born into business**: Qurarns are taught from they are born to be businessmen. They start at character generation with a d6 in Bureaucracy, Persuasion and Streetwise, as well as d6 in Smarts. Furthermore they receive a +2 on bureaucracy and perssuaion rolls, when it involves buisness.
* **Pacifist**: Though they are not into fighting, they often employ robots or other races to do their fighting. Quararns loath to fight or shoot. When forced to do so, they are at -2, regardless of rank in the skill.
* **Wealth and connected**: Qurarns, start with x5 normal funds of any other character. It's up to the player if this is inherited or self-profit. They also start with the connections edge.
* **Frail**: As they loath physical labor, their thin bodies have a hard time withstanding trauma. Vigour is bought with x2 cost and they have a -1 to toughness.
The Longest Mile

BPN color code: Green +0,5 SCL

Package: Death/Strike/Scout

Squad required to clear out carrien nest in Cannibal sector 1. Coordinates released upon arrival at gate.

Suspected soft company involvement, since several carriens have been spotted with armor.

Scalp bonus of 5c for normal carrien. 10c for Greater and 15c for a mutant carrien. Proof of kill required.

Contact David Herman for further details.

Payment: 250c per op.

Third Eye News.

Debriefing:

The squad encountered several hostiles in en route to the location. These hostiles where acclaimed dealt with diplomacy, IA have not filled for further investigation. The squad received transport with a shiver patrol boat along the way. When they came under attack from local cannibal tribes, the squad continued on foot, after the encounted was setled, no SLA personal casualties involved.

The squad located a DarkNight cell operating a few miles away from the nest. they where eliminated and their base of operation destroyed. Satellite images confirm these claims.

The nest where destroyed along with its denizens. The squad returned successful to the gate.

They brought back proof of several carrien scalps. Payment included bonus for scalps and successfully dealing with the rival company Base of operations.

No further inquiries required.
Fractured Sky MC Wiki

## Welcome to the Fractured Sky MC Wiki

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Cloudsnow Star

* Current
* Season 4
* Original

**Cloudsnow Star** is a main character in **Snowtab in the Void**. She is the first female Snowtab character to ever appear in the series. She made her first appearance in "Chase Against Time", and has made regular appearances since then. Starting with "5 Years of Snowtab", she is promoted to the 4th main character spot, as can be seen in every subsequent intro, where she takes Greysnow's place.

## Appearance

Cloudsnow is a fully white snowtab cat with green (later purple) mascara on her eyes.

### Original Outfit

In her debut, Cloudsnow wore a green shirt with purple star, a green hat with a purple S, and a pink backpack.

### Previous Outfit

In "The Sound of Earrape", she is seen wearing a new outfit, which consists of a black leather jacket, a purple shirt, and a black cap. Her mascara also changes from green to purple.

### Current Outfit

In "Triangle Magic", she is now wearing the same leather jacket and shirt but now without the cap, and she has dyed purple tips and long hair.

## Personality

Cloudsnow is at first a rather edgy character, and is rather sarcastic and witty with what she says, usually pointing out the absurdities in whatever she views as absurd. She also wants to see the best in people, as seen in where she points out Rainbowtab's tendency to offend people without realizing it. In Season 5 she undergoes quite a transformation, she's now open to standing up for what she believes is right, though is able to see the humanity and nuances in Tabsnow's rule making, caring more about her friends' wishes. She's shown to be a very "keeping it real" sorta character, who mainly just likes to do what she likes to do. She is also a very sex/drug-positive character.
Abducted and probed?

The squad had arrived at Mirrage - Tranquil the Weavers capital. While most of the members settled down and were doing rutinechecks on the ship, Rixkey Fun decided to get up early and take a scenic route.

The city still slightly asleep it slowly came alive as the young Wraith Raider made his way to the common district.

After a intriging breakfast Rixkey wanted to go on a tour around the city, and booked one at the libary. While waiting for the event he stuied the Weaver culture, in hope of better understanding this new world.

The Weavers facinated him, they were all exceptionally polite, even to outsiders. Looking forward for the tour he ushered ahead through the tunnels of the ocean city.

Arriving on time, the tour began. During the event Rixkey noticed a strange looking alien, mostly resembling a cross between a bee, bear and elefant taking an exception to his presence. Though he kept a watchful eye, apparently theres no running from the inevitable.

After the tour was over Rixkey rushed ahead to the tunnel that would leave him to the port district, a 500m long tunnel. As it was still early it was devoid of trafic. Little before halfway Rixkey was confronted by no less than three of the mystic aliens. He tried to outrun them, but realized it was too late. Though he fought back, he was taken down, with their paralytic stingers.

Rixkey awoke confused and dazed in a cargo hold. He was bound. Shortly after one of his captors appeared to deliver food. Rixkey managed to overwhelm him, as something big had hit the ship. The commotion lend Rixkey the upperhand. After a few minutes another guard appeared, whom he also managed to terminate.

Deciding to find a way to eascape or confront the captors he went into the airchannels, and later through the rest of the ship. He soon realized they were underwater, and concluded the big thing hitting them was some kind of monstrous sea creature. He remembered seing gigantic shadows on the walls in Tranquil, all too soon had the comforting walls disappered.

Rixkey stealthed his way to the cockpit. Not neccesarely wanting to kill his captor, but rather escape. Fate forced his hand however. Rixkey killed the alien captain, the same that watched him during the tour, and made his escape through an escape pod, just in time before the sea leviathan destroyed the ship and took it to the depths.

Rixkey was found a few moments later by the Seekers. They escorted him back to Tranquil, with their deepest apologies for such a crime happening in their city.

Once Rixkey was back at Tranquil he meet up with security captain Miarndá, who compensated him for the trouble, and uncovered that it was in fact bounty hunters that had abducted Rixkey, their emplyeer - SLA Industries.

Rixkey returned to the squad, relieved that he had once again escaped the clutches of "fate", for now.
Sewer problems

BPN

Color code: Green +0,5 SCL

Package: Any - tech experience preffered.

Squad required to investigate and fix problem with a water tubine in downtown sector 317. Dept. of Sanitation lost contact with a maintenance crew 20 hours ago, preceed with caution.

The tubine is located beneath a derelict subway, which may hold unwanted squatters or lesser denizens of CS5.

Contact Marc Sing for further details.

Payment per OP: 150c

Fotage: Third Eye news.

Debriefing:

The Pink Slip Squad came in contact with an insane hobo, that didnt respond at first, and went "insane" during their contact with him. The hobo was tranquillized by the squads medic, and laid to rest.

The squad encountered several hostiles during their decent into the subway. They presume it was cannibals, unfortunately no footage was recovered to prove their claim. If such an infestation is happening beneath downtown, it could pose a threat for the citizens of that sector.
The cannibals were presumeably all terminated by the squad and the clans hearthfire extinguished, sullying any further occupants from that clan in the area.

The squad brought back prof that the maintenance crew had meet their fate with the cannibals, no further investigation is required.

The corpse of a few cannibals were later recovered, though the count from the Squad was off. Dept. of Sanitation concludes they had been eaten or removed by the remnants of the Cannibals. IA was not contacted.

The squad managed to repair the turbine and completed their BPN and recived a bonus for finding the maintenance crew, though dead as they were.
Gensi

**GENSI**: This race is often mistaken as cute, little guys, though nothing could be further from the truth. While they are a social and spontaneous race, they can fly to fits of unchained rage if provoked. They are often target for slavery or abuse, as they are easily conditioned to their owners will. They look like a cross between a goblin and a puppy, with slender builds, that makes them very agile.

Though they still have a home world, it now lies in ruins and is slowly dying, due to natural resources having been depleted. The Vulgars harvested most of the planet centuries ago. The surviving Gensi are either living in hiding, along caves and underground tunnels, or have made their way off world and into other factions, where they work as scouts or tinkerers. In a free harmonious condition, the race as a whole is joyful and festive, if captive,- that’s another story. There exist another variant of the race: **Drudgers**, Gensi slave race, a result of decades in captivity changed the Gensi, to something very, very different. See under Enemy chapter for info on the Drudgers, as they are not suited for player characters.

The Gensi start with the following:

* **Hyperactive**: The Gensi are agile and erratic at times. They start with a d8 in agility, but must make a spirit roll at -2 to resist spontaneous and “fun” stuff.
* **Micro-BERSERK**: The Gensi are known for their ill temper, if threatened. They start with the berserk edge, with the following additions: A) They also make a roll to avoid berserk whenever they are the target of a taunt or intimidation test, in addition to taking damage. And B) Their hands sprout nasty claws as well as a extended jaw that can easily chew on metal and other material protecting the oppressor. Their natural weapons are Str+d6+2 with an AP of 2 and AD of 1.
* **Short stump**: The Gensi are small and have a -1 in size, as well as -1 to toughness. And are at x2 cost to increase Strength.
* **Flurry little guys**: The Gensi often climb or crawl on difficult surfaces, they are at +2 to most athletic checks, including throwing.
* **Low Tech race**: Gensi are at -2 to interact with Tech above tech level 3. They can upon reaching seasoned buy off this hindrance, if they have spent an appropriate amount of time aboard a spaceship or lived amongst a more advanced civilization.
* **Curious**: Gensi often suffer spectacular deaths, mainly due to their hyperactive and curiosity. Start with the Curious hindrance.
Ring a ding ding

The squad had gathered the neccessary ingredients for mass destruction, for their revenge. They had planned and schemed for weeks on how to get the job done. The list of things were simple, get some fuel cells, blow up Bracovitz tower, and get out of Mort, in a hurry. Judy and Clicks contacts and ressources together had crafted a plan, to smuggle the soon infamous squad off planet, idealy as far from Mort as possible.

At first they went to a SLA depot to pick up some fuel cells, that were to be used to for their escape and the big boom. in the tower.

The squad anhialated the depot, and ran off with the goods, now heading for Bracovitz tower. They encountered some resistance but made it largely without sounding the alarm. They meet an elderly fellow named James, whom Judy compelled to helping them in any way possible. With the old mans help they overloaded the powergenerator and made it off, with few bruises as a robot sentry awoke and came for their demise.

Though they had close calls, they ultimatelyescaped timely from the tower, before it and a few blocks collapsed into the depths of Mort. The squad brought their new ally James with them, and with Judys more natural talents also got him a spot, in the escape from Mort.

The squad flew away on one of the last shuttles before the spaceport was shut down. Infamous, wanted and relieved.
Hades

A barren desert planet. Hades is none the less a resource and industrial planet, that SLA Industries use to harvest minerals, burried beneath the sand. The atmosphere is toxic, requiring internal oxygen to traverse. Among the planetside are industrial plants, with minor colonies.

Rumors have that a lost civilization once populated the planet, and a few underground temples and cities have been excavated. Rarely a BPN is issued by the Dept. of history to recover ancient relics and artifaqs. Though rumor have it that the ancient temples and cities hold grim fates for operative and tomb raiders alike. Best come well prepared.
Kostrena

Pisana povijest Kostrene započinje ispravom koja je 1445. u Bakru pisana glagoljicom. Riječ je o oporuci svećenika Tome Partinića koji ostavlja u nasljedstvo crkvu sv. Martina i ostala imanja u Martinšćici te zemlju u Mavrincima i Praputnjaku. Druga važna isprava iz rane kostrenske povijesti također je pisana glagoljicom u Bakru, 1492., u kojoj bakarski nadstojnici crkve sv. Lucije u Kostreni daju vlahu Smoljanu u nasljedni najam zemlju sv. Lucije u Župnici.

Krajem 15. st. nastaju isprave pisane starohrvatskim latiničnim pismom. U Novom listu objavljeno je 1965. pismo Antona Radića knezu Stjepanu III. Frankopanu u Ozalj.
Polo

The Wraith Raider homeworld. Is mainly a barren iceplanet. Scientist are marvled by the fact that the planet is in a semi permanent ice-age. Here the Wraith Raiders are brought up in dens, where they learn to hunt and kill, later to be picked out to join SLA Industries.

The Wraith Raiders have a strong hunter culture, where the fittest survive, and the rest perish as well as they should. There is no room  for weakness among the Wraithraiders. They live in packs, and more often than not, they have little to no goverment or the like. The race as a whole adapt to their surroundings quickly, and they often learn Killian within a week or two after leaving for Meny.
Segue System

Segue System

The second closest galaxy to the old world of humans. This was the first contact they had with the Aldrath. There are still ruins on some of the planets from the great wars fought over the eons, not least The Purges.

1: Múspel. Sector Prison. Run by a company of neutral Vulgars. Prisoners are slaves in mines. Fireworld, metal extraction.

2: Prosper. Gas Giant- industrial. Weaver planet.

3: Zeeter. Terran Planet, Praetorian Capital. Known for fierce storms, shut-downs air/orbit traffic for weeks.

4: Mittgard: Urbaniced Terran planet. Human planet, welcomes other Races. S.E.C Capital.

5: Mirrage. Weaver Capital planet. Oceanic cities. Ocean planet.

6: Nifel. Frozen world, with low gravity, atmosphere and few research outpost. Forgotten ruins under the ice.

7:Gehenna. Genesi homeworld. Doomed world thorn asunder.

8: Hellmarsh. Marshland and jungle. Hellish climate. Mostly insectoid native species.

9: Barrens. Desert planet. Anarchistid post apocalypse. Warlords. All races, except Weavers.

10: Lapalm. Utopia. White sandy beaches oasis. Comercial pleasure world.

11: Hella. Dying world. Dead vegetation, scavengers and forgotten cities and tech.

12: Kroatoan. Population imploded world. Virus/alien artifact wiped out or reduced the natives to frothing cannibals. Slowly devolving. Rootdogs intersted in the virus strain/artifact.

13: Adár. Exiled planet. Former Aldrath homeworld. Terrible curse. Lost alien races. Forbidden Tech, not ready for the lesser races. Freak Weather, neptune-like thunderstorms, 1400 m/s wind.

14: Phoenix Nebula. A part of Murk Space, hold pirate homeworld and neutral/mercenary outposts. Goverments cant enter due to an astoroid storm, only welfared captains can navigate through.
Tamama - Sgt. Frog - Sugar Rush Parody by RFART419

Tamama is one of the main characters originally from Sgt. Frog anime & manga series by Mine Yoshizaki.

In RFART419's "Sugar Rush" 2020 cosplay parody, Tamama crossdresses as Vanellope Von Schweetz & unlike the real Vanellope, he's generally a sweet tooth binge-eater & he has a scary "jealousy persona" present all throughout.
Pain

This once lustrious world, was sweeped from all life, by Albrecth Dürer and his guard some hundred years ago.  It is now a Brain Waster colony. Woe to whoever non-waster to visit. All non wasters are to say the least not welcome.

The colony is made up of pain-cults, that constantly test and mettle how much pain each member can take. Through pain and suffering, they come closer to the white. However, centuries of innbreeding, have left made the famelies forced to take in new blood from other worlds, and break tradition.

The planet now sits barren and naked- a testimony of the Brain Waster influence on the World of Progress.

Whenever a an ebon family births a Brain Waster, they are usually send to live with the colony.
Judge Judy

The story of Judy.

Judy grew up in The highrise in Orienta, with her single father. As a shiver, he was well paid enough to support a comfortable lifestyle for him and his only daughter. She had plenty of friends and was always rather popular. When she was sixteen she found the love of her life, Gabriel. Their parents had met both being in law enforcement by trade being alone with their respective children. They had known each other for ages, but became fast friends after their children’s obvious love. Gabriel’s father being a SLA operative gave him a rather luxurious lifestyle compared to the norm in Orienta. Judy and Gabriel began travelling in not all legal circles. The money they got was good and they were good at their jobs. They were soon comfortably in the arms of several families. The people near the bottom didn’t care that they were used widely, because they were good at getting what was needed.

Life was good, but all good things come to an end in the world of progress. The horror of existence revealed itself to Judy as her father was taken by a gang, later revealed to be a local offshoot of the skin trade. Being a low class hero; because of a saved family, he had set him up to be an example to be feared by all. She found him days later through some contacts, pieces of him missing or chewed away by unknown beings. She turned to the only other adult in her life, she found Mark to be more than willing to avenge his friend. Mark being a business package issued a BPN for his squad to find and execute all traces of the gang and made it worth their time. Retaliation was swift and terrible to behold. The holo tapes of the deed were given to Judy for closure. Gabriel had operative blood in his veins, his path was clear, so to Meny they both went. Mark moved to Mort shortly after their acceptance to get closer to friends. Gabriel died in a training accident in Meny, no blame was placed but rumors of it being a hit were there. All the information Judy could get from people, was silently given to Mark for further investigation. Mark later declared the matter to be “resolved” only saying that someone had paid the price. Judy graduated from Meny with I&I as a specialty.
An ambitious plan

The squad were still finding their footing on Tranquil, and with Rixkey returned from his would be abducters, the squad could be relieved, for now.

Judy, had other plans entirely it would seem. Still angered at Rixkey for his betrayel, her rigid upbringing among the Yakuza led to zero room for forgiveness. She had tolerated the Wraith Raider, but this would be the last drop.

She went to town, to take a quick look at the marketplace, looking for inspiration for the plan. She had little interest in dealing with it directly herself, nor did her code permit that Rixkey would just be gunned down. He deserved a fighting chance.

She managed to book a shuttle to another more... freewilled part of Mirrage, the mining city of Defiance. Here she would look for further inspiration. To finance the trip she had taken a delivery job of "gray-zone" wares, who were to be delivered to a "gray-zone" merchant.

Determined she tookthe journey through the vast ocean. She arrived hours later at Defiance. Delivering the package, she earned the merchants trust enough to let her see his special stock. She fell across a plutonium and uranium core, a perfect match for her plan.

After browsing through what else the city had to offer, she left, also bringing several shipments of goods for trading. Her keen charisma and persuasion earning her a discount.

Arriving back at Tranquil, she delivered her package to her contact and left for the ship. While the rest of the squad were out, she managed to sneak into Rixkeys room, and plant a almost lethal dose of uranium in the airdocks, poisoning the Wraith Raider. Her intension wasnt to kill, but to maim and make sure the Wraith Raider knew, someone wanted him dead.

All too soon did her plan come into motion.
Static

The Ebon homeworld. Static still houses the First Families. The one that together with Intruder first mastered the Ebb Schools. From this planet, intruder have guided the race as a whole since the beginning of WoP. Still Intruder visits and guides its people to the brightest possible future.

The planet is slightly colder than Mort, having larger poles and recently recovered from an ice age, the planet is teeming with life.

Among the landscape, several impressive buildings dot the horizon. The largest the Dua Tao, are the ancient twin glyphtowers, where Intruder first inscribed the Glyphs that later developed the ebon race as a whole.

Special letter of recommedation is required to visit. Brain Wasters and Necanthropes are forever banned from the planet. Being apart from the Ebon Race, Intruder have taken it upon himself to keep the corruption out of the planet, and have more than once come to blows with the Necanthrope society for doing so. Still they yet respect their elder.
Praetorian

**PRAETORIANS**: The big brother of the lost race of Aldrath. They saw in horror as the elder race, didnt heed their warnings. The only “origional” race left, they sought to prevent history from repeating itself.

Physically they stand well over 7 feet, and are slightly more musculer than a normal human. The true giants of the race, stand almost as tall as a Shaktar. Their skin varries from a deep blue, to a dark violet. They walk with pride of what they are, and muster an air of discipline, even the oldest necanthropes would envy.

For the Praetorians, greed, selflisness and cruelty are mere reminders of old grim tales. They thrive to deliver justice, but adhere to an ancient code. Control is of the utmost importance, as lack of will is a means of great shame among the race. They tend to get along well with the Shaktars, when they rarely meet- but cares little for their eagerness of battle. At best they view bon vivants with disdain, at worst- they teach them discipline. They will withstand petty insults, but answer to serious ones with retribution.

The Praetorians are gifted Psionics as they are warriors. And count a great deal of experts among them. For aspiring novices, the Praetorian temples, are the best way to learn the power of the mind.

Nickname: Paladins.

* **Warrior Caste:** Pratorians, are naturally stronger than humans and start with a d6 in Strenght and a d6 in Fighting and Guts.
* **The Power of The Mind:** What Weavers got in Smarts, Praetorians got in Spirit and Discipline. They start with d8 in Spirit, they may raise it to d12+1.
* **Immune to disease:** As they remain genetically pure, the Praetorians rarely, if ever succumb to disease or illness.
* **The Vow:** Praetorians are sworn to protect the universe from repeating history. And must unless directly ordered by a supperior stop lesser races from achieving Tech rank 5 or higher, unless their natu
* ral races Tech level is 5 or more.
* **Stern and stubborn:** A Praetorian rarely changes his mind once its set. Roll a spirit -4 to deviate from the path of discipline. They can seem crude and are at -2 to charisma rolls.
* **Major Enemy:** The Praetorians are mortal enemies with The Talons. Anything short of a great common goal or other authorities will have them kill each other on sight. All social rolls are at -4 when dealing with Talons.
Najlepsze są małe dinusie

## Muzyka

**"Najlepsze są małe dinusie"** - szósta piosenka z pierwszej serii Pluszaków Rozrabiaków.

Pojawia się w grze "Nie taki dinozaur straszny".

## Tekst

Gdybyś spotkał dinozaura
Który waży siedem ton
To ze strachu byś podskoczył
Za to nie bałby się on
Gdybyś spotkał dinozaura
Malutkiego niczym stół
To byś zaraz go pogłaskał
I byś dobrze się z nim czuł
Najlepsze są małe dinusie
Co mają zmarszczone gębusie
I krótkie paluchy, grubiutkie jak kluchy
I takie są wtedy milusie
Lecz kiedy te małe dinusie
Na pomoc wołają mamusie
To galop mamusi wywołać strach musi
I wszyscy są grzeczni jak trusie
Gdybyś sam był dinozaurem
To byś trudne życie miał
W ciemnym lesie nocą chodził
Lub pod gołym niebem spał
Ale gdybyś był dinusiem
Byś bezpiecznie spał i jadł
Zadba o to wielki rodzic
Wielka siostra, wielki brat
Najlepsze są małe dinusie
Co mają zmarszczone gębusie
I krótkie paluchy, grubiutkie jak kluchy
I takie są wtedy milusie
Lecz kiedy te małe dinusie
Na pomoc wołają mamusie
To galop mamusi wywołać strach musi
I wszyscy są grzeczni jak trusie
Once Upon a Time in New Orleans

Main:

* Mekia Cox as Sabine
* Tiera Skovbye as Margot
* Jeff Pierre as Drew
* Tammanah Bathia as Bhavika

Guest:

* Suzy Joachim as Madame Leota
* Dan Stevens as Dracula
* Daniel Francis as Dr. Facilier
* TBA as Marie Laveau
* TBA as Delphine LaLaurie

-Margot invites Sabine to her next journey: New Orleans. They travel there with Margot's girlfriend, Bhavika and Drew. Margot and Bhavika narrate how they met to Sabine.

-They check in a hotel called "Hotel Barboza". The receptionist is very cold, and she leads them to a room. That night, they go out to a restaurant. It's a voodoo themed restaurant, and the waiter relates the story of the city (Delphine LaLaurie, The Axeman, Marie Laveau, Vampires, etc).
W cyrku, w nocy

## Muzyka

**"W cyrku, w nocy"** - trzecia piosenka z pierwszej serii Pluszaków Rozrabiaków.

Pojawia się w grze "Marzenie bujanego konika".

## Tekst

W cyrku, w rytm muzyki
Konie i kucyki
Równo sobie skaczą
A dzieciaki - patrzą!
W świetle kolorowym
Siodła i podkowy
W dymie wyzłoconym
Grzywy i ogony
A w nocy, w cyrku, w nocy
Dostaje każdy konik
Pachnący sianem kocyk
I cukier z czyjejś dłoni
A w nocy, w cyrku, w nocy
Gdy nie ma wokół tłumów
Dostają konie jabłka
Od swoich opiekunów
W cyrku dla dzieciaków
Tańczy koń w kubraku
I kopytkiem srebrnym
Stuka w brzeg areny
Śmieszną ma fryzurę
Grzywę z żółtym piórem
Koń na złotej smyczy
Co do pięciu liczy
A w nocy, w cyrku, w nocy
Dostaje każdy konik
Pachnący sianem kocyk
I cukier z czyjejś dłoni
A w nocy, w cyrku, w nocy
Gdy nie ma wokół tłumów
Dostają konie jabłka
Od swoich opiekunów
Glades

A terran planet. Glades offers forests the sizes of dwarfplanets. In the middle of the thick jungle lies the Capital Hope. A production plant, that later expanded to a city, that housed aproximaly 150.000 people. Beside Hope, there were a few outpost, namely Horizon.

Lately the planet have gone silent, for reasons unknown to the public. Though some suspect of a dark fate, that has befallen the city of Hope, if not the whole planet.
New Paris

The home of fashion and style. New Paris sits as a jewel in the WoP. Its where most dream of retiring to. They got white sand beaches as long as the eye can see. Cities of wonder, that mostly represents a weird offspring of Las Vegas and Paris.

The Contract Circuits Killers, get their newest fashion attirements from New Paris, and so it is booming with shops, galleries and most important, fancy Clubs and hotels where only the rich and famous are allowed (or can afford) to come.

New Paris have a smaller crime rate than Mort, and the slightest break of the law, result in severe punishment. Often rookie OP´s come to New Paris looking for a good time, only to return with hefty fines and if they really messed up a SCL reduction. All operatives are encouraged to closely read up on the conduct of behavior - before visiting.
World of Progress Wiki

## Welcome to the World of Progress Wiki

Its hard Living in a world that wants your life. Not just to end your life, but to harness it to the core. You are told that SLA will protect you, as long as you watch the tv, and consume what SLA offers to you.

Its a foodchain, and the masses are at the very bottom. Everybody else, tries to claw their way up. Usually on or through the others.

The World of Progress, is a dystopian empire, almost only run by the parent company SLA Industries, with the demi-god Slayer, CEO and founder of the company that nearly run the entire galaxy.

You- as a SLA Operative, are one of the long arms of the company. You abide by the laws, in hope to be given wealth, sex and fame. There is little room for petty moral codes, and the ideologist usually end up dead in an alley or a cell.

Disobedience is a death-sentence. But you get a choice- will you live a lie, or die trying to unveil it.

Guns kill. But so does the truth.

Welcome to SLA Industries.

Index:

Alternative Genesis

Galaxy/Planets

Locations

Races

The Pink Slip

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Controlling the sewer

Controlling the sewer

BPN

Color code: Blue +0,1SCL

Package: Any.

Squad required to patrol suspected activity in sewer, likely a result of civil unrest in sector 101 Peach Trees.

Contact: D-NOTICE for further details.

Payment per OP: 50c/day

Fotage: Station Analazys.

Debriefing:

The squad cleared sewer, and found a 8th moon Shaktar had kidnapped a prominent member of the Bracovitz family. Unfortunately the squad werent able to intervene the victims demise. The shaktar were terminated, and the squad recieved a payment bonus. IA did a throughout investigation. the case is closed.

The sewer were cleansed of the 8th moon and other vermin.
Races

The Walker Universe, houses a vast amount of species. Here is a list of the most common you might encounter.

The list is by no means definite, as there are vast amount of planets and civilizations yet to be discovered.

Aldrath

-Praetorian

-Weaver

-Ascended

-Siren

-Lost Ones

Vulgars

Gensi

Qurarn

Talons

Humans

-Altered

-Frother

Stormers

-Malice 313

-Xeno 714

-Chagrin

-Vevafon

Natural Ebb users

-Ebons

-Brainwasters

-Nechanthropes

-Killneck
Mort

The capital planet of SLA Industries. Mort´s ecological system have long since collapsed. It always rain, and atmospheric plants dot the planet, to even make it breathable. Though most of the planet is a barren wasteland, it does have its share of cities along with oceans and polar caps. Mort City being the biggest, even in the galaxy house billions upon billions of people. Its the center of the WoP. New Paris might be the fashion capital of the WoP, but Mort City is where the consumers and investors are at.

Among the cities are Meny, the Operative university, built inside a biodome. This city is thousands of miles away from Mort City, with regular Gausstrains and the ocasional Ion ship landing or departing. The city seem as if out of time with the rest of the WoP as every student is that much more cheerful and enjoying themselves, before they graduate and are trown back into the meatgrinder as fully fledged OP´s.

Orienta, the city run by syndicate families is placed on the oposite site of the great sea. Here they invent fighting styles, to martial arts to the fabled Gun Kata,- if its flashy and quick Orienta got what you need. Several schools hire out their knowledge to enthusiastic OP´s or CK´s. They speak Oriental as the first language and Killian as second here.
To a desolate place

Judy had searched Arkon for possibilities of profit, she found em, as the nearby planet of Barrens, properply could use a few of the supplies she had purchased. Furthermore, she was contacted by a representative from the Ashen Brotherhood. She had a contract and trade to conduct in the city of Pert. She persuaded the squad to land on the neutral city of Pert, among the wartorn planet of Barrens, where Sitte had ventured days before.

After landing she went to her contact, and settled an agreement for transport and one escort, to go with her into the wasteland, as wandering alone, almost ment certain death for a newcomer.

Bobcat, a weathered veteran, would acompany her on her contract, the journey through the wasteland were treacherous, but they arrived a day later, traveling by a off-road jeep, made the travel alot easier.
They arrived near an ancient dead forest, where a ruined city lay. It was here that Judy would find her target.

The reconned the place, and found six raiders, among them the contract target, a vile inbred responsible for several crashed caravans and kidnappings. Though Judy and Bobcat were outmanned, they had the element of surprise. They sneaked closer to the raiders camp, and with a cordinated attack they let hell loose. The first half raiders went down quick, as they were caught unaware. Judies laserpistols rippled the air and Bobcats custom boomstick made short work out of the few that managed to escape Judys haze of death. The target dead, they looted the place of the few valuables there were, and made their exit, back to Pert. Judy negotiated a fine price for her goods, and a bonus on the contract, for a job well done. Hopefully Pert would now be safer, without that band of raiders wouldnt it?
Weaver

**WEAVER**: The enigmatic, aquaric weavers, are a alteration of the original Aldrath. This race is made up of the Aldrath that had keen interlect and technological savy. They willingly mutated themselves in a last effort to save their beloved empire. Though half succesful, the effect left them in a cronic state of celldehydration, as a consequence they must emerge themselves in water regularly to sustain themselves.

Though Weavers are free to pursue their own adventure and explore, the bigger part join The Seekers, who are predominantly made up of Weavers.

The Weavers are known to seek higher tech levels and together with the Praetorians, they wish to understand technology, but respect and adhere to the code, laid out by the Custo Remnants. If the Remnats are the muscle of that alliance, the Seekers are the brain.

Weavers stand 6-7 feet tall on average, and have slender builds. Their skin have a pale blue color, and their eyes slither as they constantly moisterise their eyes. The race is in general polite, but can seem aloff of the “lesser” races, and generally frown upon petty insults and violence, as they cherish keen interlect, science and the power of the mind.

Weavers can be adept Psionics, but more often than not lean towards science.

Nickname: Blue-ones.

* **Keen interlect:** Weavers are genetically superior interlectually than other races and start with a d8 in Smarts, they may raise it to d12+1.
* **Dehydrated Cells:** Weavers cells begin to break down if they are not submerged in a body of water 1 hour out of 24 hours.
* **Natural Weaponry:** Weavers have retractable quills that does Str+d4 in combat, they can be shot with athletic skill. If shot, regenerate quills once per day.
* **Mutated physiqe:** Unplanned mutation, have left the race more frail than others, the cost for increasing Vigour is x2.
* **Atuned to water and cold:** The Weavers receive a +2 to resist cold effects. They also devoloped gills, and can breathe underwater.
* **Natural Swimmer:** Weavers Swim with a pace of 10 and a d8 running die when submerged in water.
* **Curious:** The Weavers have a hard time, letting high or unknown tech go, without first researching and understanding it. They must make a Spirit at -4, to not be distracted of strange tech and “magic”.
W.O.P.

The World of Progress is a big place. The known (and not forbidden) part of space, offers a wide varity of planets, with each of their own themes. From the war-thorn Dante to peaceful Static, the WoP got them all.

**Planets:**

Artery

Cross

CX-743

Dante

Gallows

Gestalt

Glades

Hades

Kn´th

Mort

New Paris

Pain

Polo

Poros

Static
Защитница

**«И на это потрачена тысяча лет эволюции?»**
Данная статья является незавершённой!
Вы можете помочь проекту, дополнив её.

**«Им ещё долго расти до моего уровня...»**
Данная статья описывает контент, находящийся в разработке. Указанная информация может терять актуальность со временем.

## Защитница

**Защитница** — противник в игре Iratus: Lord of the Dead.

Защитницы принадлежат к полу-религиозному военному ордену, весьма близкому к рыцарям. Получая свое почетное звание, они дают обеты бедности и непорочности. Защитницы любят попроповедовать, но обычно сварливые гномы безропотно терпят их причуды – еще бы, где еще найдутся охранники по столь бросовой цене.
Peach Trees

To behold the sector 101, or its nickname "Peach Trees", is to behold a jewel-island in a sea of filth and other extremes. True to its name, the sector have its own park, almost alike to Central Park in NY. The whole park, got areas with "bio-roofs" made from elastic seaweeed that cleanses the rain , while also being nurtured by it. In the center of the park is two gigantic peach trees, from whom the sector recieved its name. Directly across the north side of the park is Sensation Tower, a giant among giants. The whole tower stands close to 150 floors high, and majesticly raises above all other buildings in the sector, it is from here that the Boom-period families Bracovitz and König dicreets their orders to the dreaded MR-Division, and to some extent the Shivers and everybody else unlucky enough to be caught in their web of machivilian powergames. There exist no Monach Law enforcement within Peach Trees, they have been disbanded and released all their responsibilities to the MR-Division, who now enforce their will with an iron fist.

Some time ago, the families moved into the sector. Slowly purchasing land and where they couldnt buy, they blackmailed, extorted, forced or in the worst case murdered their way to what they wanted to take. Besides Sensation Tower and the park, the sector is in constant flux, as older buildings are being renovated or demolished, for new fashionable appartment blocks to upheave. Around the park several stores marks the perimiter, if you go further blocks away, malls and recreational bars begin to appear. While the families have yet reached the whole sector, the last remnats of the old downtown hold its breath and awaits the invetiable purge that awaits them, along with a promise of grim deeds to come.
Talons

**TALONS:** The lion-men, have made quite a reputation throughout history. Often thought of as simpleminded beastmen, nothing could be further from the truth. The Talons have a rich culture, based on warrior tradition. Prowess, might and pure ruthlesness in battle, are what makes a Talon respected.

The lionfolk stand slightly above the normal human, akin to the Wraith Raiders, though with less agile and slender forms. They are not hunters, they are warriors.

The Talons are widely known for being bloodthirsty and can by some be seen as cruel and even sadistic. The Talons themselves, see only glory in battle and the desire to conquer. This doesnt come from a simple source as greed. But the desire to dominate other species for pure show of their prowess. Talons are easely agitated, and often fly in fits of rage if the agitator knows which buttons to push. Though they are not inherently evil and cruel, their culture holds no place for softness and weakness. If you are to fit into their society, you will accept your role,- accept and thrive or deny and die. There is no shades of gray in a Talons mind, its either black or white. Though some races do have a better ability to reason with the lions.

Almost all Talons are citizens in the Talon Empire, though it is accepted to adventure, often to learn new battletactics, gather tech or similair. Renegade Talons, are mercilesly hunted down, to deny is to die. Though they respect their feline cousins, the Wraith Raiders, the Talons have heard stories of their skills as hunters and trackers, they frown upon their sucumbtion to SLA Industries. Viewing submitting as weakness. The Talons have myths telling of an era long ago where Talons and Wraith Raiders were part of the same military alliance, though such old alliances are long gone... Some Talons wonder, if the Wraith Raiders will turn on SLA Industries when the time is right.

The Talons start with the following:

**Bloodthirsty:** As part of their prowess in battle, Talons are rightly feared for their mercilesness. They rarely take prisoners, those who are can look forward to ill hospitality indeed. Else per the Bloodthristy Hindrance in the SW CRB. In addition they recive a +1 to intimidation rolls and start with d6 in intimidation.

**Lionstrenght:** Though not as agile as the Wraith Raiders, they are stronger. They start with d8 in Strenght.

**Lionheart:** Talons dont retreat and are not easely scared. All Talons start with d6 in Guts and add +2 on Guts trait rolls.

**Natural Weapons:** Talons enjoy ripping their foes to shreds with their claws. They sport claws that does Str+d4+2 damage, with an AP and AD of 1.

**Racial Enemy:** The Talons have a deep hatred for the Shaktars. Seeing them as their oponents in combat, they are disgusted by their code. Under normal circumstances the two species attack eachother on sight.

**Low Light Vision:** As Wraith Raiders. See Savage Sla Industries sourcebook.
Woobles

**Wobbles, Stormer 313 – Malice**

**Miljø**

Irongate er en intergalaktisk fængselsplanet hvor hårdkogte krimelle arbejder side om side med Stormers om at udvinde planetens naturressourcer. Kombinationen af kriminelle og biogenetisk produceret fængselsvagter har skabt en kultur med vold, grådighed og profit.

Fængslet er bygget ovenpå en gammel mine koloni og holdes aktiv igennem en kombination af styrke, frygt og tvang. Hvis man opfylder sine mine kvoter kan man få mad, medicin og andre beskedne varer. Hverdagen er hård og barsk, men fungerer tilfredsstillende efter SLA Industry standard – minimal omkostning, maksimalt udbytte.

Med års mellemrum opstår der oprør, men planetens stormere slår det hurtigt ned og hverdagen indfinder sig igen. Når der har været tilstrækkelig stor udskiftning i planetens indsatte, får de som regel revolutionære ideer igen, men med samme resultat som de utallige andre oprør igennem Irongates historie.

**Baggrund**

Wobbles opvoksede på mineplaneten IronGate, hvor han levede som fangevogter og minearbejder. Livet på planeten var hårdt og ubarmhjertigt, men så længe planetens metaller bliver høstet, får det lov at fortsætte. Planetens arbejdende stormers har et tæt familielignende sammenhold og tager stolthed i at minedriften fungerer.

På planeten lærte Wobbles hurtigt at man bør kunne passe på sig selv og sit, hvis man ønsker mere af livet end at være slave. Selvom stormers tager sig af hinanden, skal man bidrage til fællesskab og bevise sit værd – Stormers kan have en brutal og ubarmhjertig, men nødvendig, opdragelseskultur! (Kærlighed er en sjov størrelse)

Det blev tidligt bemærket at Wobbles havde potentiale for at være mere end fængselsvagt. Hans tanker og mentalitet stræbte efter mere end ”fysisk regulering” og vedligeholdelse. Han længtes efter et formål og en plads i verden. Han var måske ikke den smarteste, hurtigste eller stærkeste stormer, men hjertet var på det rette sted.

Wobbles havde ikke været mange år i Irongate før han oplevede et fængselsoprør. Jo vidst, mange stormers talte om den stolthed man kunne vinde igennem retfærdighedens kamp, men få havde oplevet æren ved at opleve et ægte og farlige oprør. Gladiatorkampene og barslagsmålene kan ikke måle sig med en kamp om livet - en kamp til døden.

…. Wobbles beviser sit værd og bliver tilbudt en karriere som SLA operative.

Han blev derfor indstillet til at prøve kræfter med Meny og dermed forfølge drømmen om et andet liv.
Aldrath

**ALDRATH**: The oldest known sentient race, and first to reach the stars. The Aldrath were a evolved advanced race, who settled countles star systems eons past. Now known to be extinct, together with its high tech and culture,- mere shadows, that reminds the galaxy of their former glory. The race splitted up into subspecies.

Ultimatetly, their ancient homeworld, now lies as a forbidden lost world, where only the reckless or foolish tread, searching for forbidden tech.

At the climax of their biological and technological evolution, the empire imploded and decended to chaos. Ages of gene manipulation and greed, had left the race mad. The ones that did escape, made it out altered. See each race entry for more information. The Aldrath are no more, but its legacy and decendants lives on.
Gestalt

Gestalt is a volcanic planet, that supplies the main metal industry to SLA Industries. The planet have vast tunnels connecting the cities to each other. From here they transport the drilled or harvested materials to trading hubs, where they are distributed to the World of Progress.

The planet only in recent  centuries began to erupt and have taken meassures to reassure its survival. The planet as was known is no more, but the people on Gestalt yet thrived in the face of what would seem their cataclysm. They are now the leading expert in surviving in extreme temperatures.

The planets capital is named **Reichtag**. Its leading company, run the planet efficiently and smoothly, still run by one of the founding families, that colonized the planet centuries ago.

The language Gestalt, is their native tongue.