recursal/Fanatic-Fandom huggingface dataset:
Krzesimir Pszemełko

† Natalia Żymurowska (babcia),

† Jan Żymurowski (dziadek),

Konstancja Pszemełko (matka),

Ignacy Pszemełko (ojciec),

Laurenty Pszemełko (brat),

Jonasz Pszemełko (brat)

**Krzesimir Izydor Monitor Pszemełko**, **Krzesiek** (ur. 1993 r. w Mruczkowie) - środkowy z braci Pszemełków. Syn Konstancji i Ignacego. Pierwsze imię dostał po znanym kompozytorze muzycznym, którego całokształt twórczości spodobał się pani Pszemełkowej, drugie imię, Izydor, po jednym z doktorów Kościoła, natomiast imię z bierzmowania, Monitor, po wczesnochrześcijańskim biskupie, który wspomagał misje zakonne. Prawdopodobnie owe święte imiona skierowały go na życiową ścieżkę związaną z duchowością.

Po maturze został mnichem w Wąchocku. Spokojny i poważny, na co dzień nosi brodę, którą posiada już od szkoły średniej. Po kilku latach służby, zostaje łącznikiem swojego zakonu z Watykanem, uzyskując święcenia kapłańskie (jednak o tym fakcie nie powiadomił rodziny, utrzymując wszystko w tajemnicy).

W utworze Na krańcu wiary podpowiedział starszemu bratu jak powinien zorganizować proces zaślubin, aby mógł odbyć się poza granicami kraju i być ciągle legalnym zarówno pod względem prawnym, jak i duchowym. Jego kontakt z wybitną osobistością z Watykanu pozwolił, aby ślub Olimpii i Laurentego był naprawdę niezwykły. W Felicitas zaangażował się w znalezienie kontaktu do księdza Gorańskiego, który dał nadzieję na walkę z mroczną siłą, próbującą otoczyć Izabellę.

Pod koniec sagi dowiadujemy się, że jego sekret wyszedł na jaw - przyjął święcenia kapłańskie, a po wielu latach został kamerdynerem jednego z następnych papieży.
Aqua (Eternal Rivals)

## Description

Aqua [Eternal Rivals] is a water-type mythic rare protagonist from the Eternal Rivals expansion. His special ability is to sacrifice 5 HP to draw a card.

Aqua was recently heavily nerfed because it was too powerful. This card used to have 135 HP, 4 Attack and only take 4 damage from drawing a card.

## Strategies

Aqua [Eternal Rivals] is rated as one of the best protagonists in the game for it's special ability. Two popular decks, Round Eclipse and Toxic Aqua, use Aqua [Eternal Rivals] as the protagonist.
Jonasz Pszemełko

† Natalia Żymurowska (babcia),

† Jan Żymurowski (dziadek),

Konstancja Pszemełko (matka),

Ignacy Pszemełko (ojciec),

Laurenty Pszemełko (brat),

Jonasz Pszemełko (brat)

**Jonasz Pszemełko**, **Jonek** (ur. 1996 r. w Katowicach) - najmłodszy z braci Pszemełków. Syn Konstancji i Ignacego.

Mówią, że najmniej podobny do ojca, wdał się wyraźnie w matkę: ma jasne włosy i zielone oczy.

Jest fanem Realu Madryt (raz nawet zasnął owinięty w ręcznik swojego ulubionego klubu sportowego). Lubi sport: miedzy innymi pływanie, piłkę nożną oraz przebywanie na siłowni. Posiada niezłą muskulaturę.

W utworze Być jak pan Pszemełko odwiedził brata w Krakowie. Estera śmiała się, że dokładnie tak samo jak Laurenty zasiadł przed laptopem z przygotowaną wcześniej kanapką.

W utworze Felicitas spotykał się z Agnieszką i rozpoczął studia na Akademii Wychowania Fizycznego i Sportu w Krakowie, kierunek Piłka Nożna.
Lotta Balloons

Lotta Balloons are common Surprise Party Shopkins from Season Seven.

## Bio

Lotta Balloons: A bunch of fun who brightens up any room as soon as they enter. Positive and up, they rarely feel deflated! Usually the last guys to leave the party!

## Appearance

Lotta Balloons are three balloons poking outside of a blue bag. The first one is purple, the second one is yellow, and the last one is blue.

Their variant is three balloons poking outside of an orange bag. The first one is green, the second one is pink, and the last one is orange.

## Trivia

* The three of them were previewed in the All-Star Collection.

## Gallery

Lotta Balloons toyLotta Balloons variant toyLotta Balloons collector's tool artworkLotta Balloons collector's tool variant artwork
Electro (Electrodynamic Destructor)

## Description

Electro [Electrodynamic Destructor] is a rare protagonist card from Eternal Rivals. It has 75 HP and 8 attack with a special of frenzy.

## Strategies

Electro can be used to take down enemies with shields without any units because of his frenzy. He can also be used twice on one character to do a total of 16 damage, almost the same as Eon!
Samuel Ben Drajfuss

**Samuel Ben Drajfuss**, **Rebe**, **Pane** (ur. 1960 w Tel-Awiwie) - główny antagonista utworu Być jak pan Pszemełko, były rabin. Był ostatnim prawowitym obrońcą tajemnic Zakonu Rycerzy z Montessy. Jego pradziadek osiedlił się w Izraelu, w początku lat trzydziestych XX wieku, wcześniej posiadał kamienicę w Krakowie, do której prawa rości sobie jego prawnuk.

Samuel znał Zilverana i razem planowali połączenie tajemniczych artefaktów w celu oddania władzy nad światem Upadłym. Miał udział w opętaniu Carmén. Posiadał japońską broń miotaną - siedmioramienny shuriken Hira, którym przyczynił się do wyeliminowania Laurentego Pszemełki z poszukiwań mistycznych przedmiotów. Pod koniec utworu wchłonął jestestwo Seri-ela.
Wydział Podróżniczy

**Wydział** **Podróżniczy** Akademii Grozy i Horroru (zał. 1910 w Krakowie) jest najbardziej prestiżowym, elitarnym i najstarszym wydziałem w dziejach uczelni. Jednakże poprzez ciągłe rotacje w składzie nauczycieli akademickich oraz dziekańskie zapewnienia, aby planować naukę dla studentów jak najlepiej, wydział powoli obniża swój poziom, stając się zbliżonym poziomem do wielu, choćby nawet prywatnych uczelni. Przez Laurentego Pszemełkę i jego znajomych bywał żartobliwie nazywany Wydziałem Gier i Zabaw.

Studenci wybierający się na ów wydział mają do wyboru kierunki:

* Geodezja
* Geologia
* Górnictwo
* Informatyka
* Inżynieria Biochemiczna
* Inżynieria Techniczna
* Ochrona Środowiska
* Religioznawstwo
Round Eclipse

### Cards

x1 Aqua [Eternal Rivals]x4 Psychic [Mana Overflow]x2 Spirit Soupx1 Eclipse [Overseer of the Planets]x4 Eye of Bladion [Bladion's Army]x4 Toxic Gruntx2 Electric Chickenx4 Acid Beaker

## Description

Round Eclipse is a deck where the goal is to get a Eclipse [Overseer of the Planets] on the first round by using a mass amount of Psychics [Mana Overflow] and Spirit Soups.

## Strategy

Use your Aqua to draw cards until you have enough Psychics and Spirit Soups for 22+ mana. Send out your Eclipse onto the field. Then use a Electric Chicken to give Eclipse Rush. If you do not have a Electric Chicken in your hand draw cards until you get one. End your turn. Until the end of the battle, do everything you can to protect your Aqua. Use Toxic Grunts and Acid Beakers to knock out units such as Redox, Blade Clone, etc.

## Counters

Decks such as Bladion Army can easily wipe out Round Eclipse within a few turns. Be careful of these type of decks and switch to defensive when you happen to battle one.
Wielkouch

**Adam** **Wielkouch**, **aspirant Wielkouch** (ur. 1973) - jeden z krakowskich policjantów, który miał udział w powstrzymaniu Samuela Ben Drajfussa. Laurenty Pszemełko znalazł jego zagubiony los na loterię, przez co Wielkouch czuł się zobowiązany do oddania znaleźnego, które znacznie przyczyniło się do zapewnienia Laurentemu i Olimpii godnego startu we wspólnym życiu. Jakiś czas później, po przejściu na zasłużoną policyjną emeryturę, założył firmę detektywistyczną, do której przyjął dawnego znajomego. Występował m.in. w utworach: Być jak pan Pszemełko oraz Felicitas.
Tetrad Deck

### Cards

1x Tetrad [True Power Awakened]4x Electro Infinity [Speed Demon]4x Hydro Admin [Dark Worshipper]4x Psychic [Mana Overflow]4x Magnet4x Redox [Lost in Space]

## Description

Tetrad Deck is the first deck to use Tetrad and it completely destroys the meta.

## Stradegy

Use Tetrad. Tetrad is strong. Also spam 'Omae wa mou Shindeiru' in the chat.

## Counter

There is no way to counter Tetrad for Tetrad is god. Your only hope is to spam 'MY PAIN IS GREATER THAN YOURS!!!' in the chat.
ED-416 Walker

D**esigner:** Ford-GM Heavy Industries

**Manufacturer:** Ford-GM plants throughout the Confederation

**Operator:** Terran Confederation, Etherite Federation (training units)

Number produced: Around 10 000.

**Weight:** 18 metric tons

**Height:** 4.6 meters

**Crew:** 1 pilot

**Shields:** 40 Churchill-rated generator

**Armor:** Tungsten-titanium alloy, 60mm average

**Main armament:** Each arm is equipped with twin RC-112 35mm railguns, 900 shells in each guns.

**Secondary armament:** Shoulder-mounted missile launcher, 6 charges

**Engine:** V-turbine, 1200 horsepower.

**Speed:** 26 kmph walking, tracked secondary mode 50 kmph.

**Space speed:** 220 m/s with external booster.

### Description

ED-416 was the evolution of the ED-series war walkers which began production during the Protectorate Invasion. Heavily armed and armoured, "Big Eddy" was meant to provide close support to infantry units in ground assault, a task which it filled wonderfully while fighting against the Protectorate Forces, which relied on a similar military doctrine in regards to walkers and infantry than the Terrans did (obviously, as the Terrans responded to the presence of Protectorate walkers with their own). The ED-series experiment came to an end during the Korrenian conflict as Korrenian walkers were designed in the same way as Imperial and Royal Knights, much more capable in close combat than the clumsy ED series. The gradual appearance of starfighters also signed the death knell of the ED-series as space support units, as they were outmatched in firepower and mobility in these roles by the newer Terran Mobile Combat Frames series and the F-1 Wrath.
Megafauna

On most planets where humanoids evolve or appear, megafauna is almost nonexistent as they are rapidly hunted to extinction by the new top predators and do not have time to develop way of protecting themselves. As technology advances, more and more megafauna disappears, leaving only the most useful animals for the local humanoids and those who have evolved natural ways of defending themselves as the remaining fauna.

Luckily, on many uninhabited worlds, megafauna still flourishes and can be studied by xenobiologists and potentially new venture capitalists looking for new sources of meat, leather and who knows what else. While the following basically ancient Terran creatures, many worlds feature creatures remarkably similar to these in their ecosystems.

* Arsinoitherium
* Gylptodon
* Megaloceros
* Megatherium

#### Terror birds and other large avialan

* Moa
* Axe beak
* Terror Bird

#### Crocodilians

* Dire Crocodile (Sarchosuchus)
* Kaprosuchus (Land crocodile)
* Black crocodile (Hetkosuchus)
* Crocodile
Fusion weapons

The Union has always relied heavily on powerful armour to repel damage on their spaceships, and while plasma weapons originally employed by the Imperial Navy did a good job against them, plasma shielding technology led to their usage to drop over time. As a reactive measure, the Imperial Navy commissioned multiple replacement weapons, with the Matter Conversion-Fusion Bolter becoming the new standard for the Navy's weapons. Over time, some form of fusion weapons were made small enough to be man-carried, but unlike the Union neutron weapons and the typical Terran and Baal'Ken railguns, most Fusion weapons are extremely power hungry and require a rather large firing chamber.

### Fusion damage

Fusion damage is an Energy damage type which combines Fire and Pure Energy damage. Fusion weapons ignore Hardness when dealing damage against an object.
Franciszek Pierwszy

**Franciszek Pierwszy**, **Francesco Primo** [prawdziwe imię i nazwisko nie zostało wspomniane w sadze] - papież kościoła katolickiego, fikcyjna postać pojawiająca się w utworze Na krańcu wiary. Wzorowany na rzeczywistym, 266-stym z kolei papieżu.

Jest tajemniczym księdzem, którego "zalatwił" jako kapłana odprawiającego we Włoszech mszę ślubną Olimpii Bolońskiej i Laurentego Pszemełki, brat pana młodego - Krzesimir Pszemełko. Wydaje się być przyjacielsko do wszystkich nastawiony, jest nowoczesny (odprawia mszę używając tabletu), a jako papież-reformator ma coraz większe poparcie. Został przywieziony nieźle odpicowanym samochodem z zaciemnionymi szybami, przez prywatnego kierowcę, a do Krzesimira powiedział po polsku:

```
Mów mi: *Papo*.

```
Pyro (Volcanic Pyromancy)

## Description

Pyro (Volcanic Pyromancy) is a Fire-type Protagonist card that can increase the attack of its Units gradually over time.

## Strategies

Pyro's special ability is good for decks that have Frenzy or Hidden cards in them. Frenzy cards can take extra advantage of damage increases because they can attack twice. Hidden cards can benefit by staying in the back and gradually gaining Attack until they are super powerful.
Dretch

**Initiative**: +0

**Senses**: Darkvision 60ft, Perception +5

**Speed**: 20ft

**ACs**: KAC: 14 EAC: 12 CMan: 22 ( +4/2 Natural armor)

**HP**: 22

**DR**: 5 / Good or Cold Iron, **Immunity** Electricity, Poison, **Resistance**Acid 10, Cold 10, Fire 10

**Fort**: +5 **Ref**: +0 **Will**: +3

**Attack** (melee): 2 Claws +9 (1D4+3 Kinetic (Slashing))

**Attack** (ranged): Deathblaster +8 (1D4+2 Energy (Electric), 80ft, Burn 1D4)

**Spell-like abilities:**

1/day -- Summon (Level 1, 1 Dretch, 35%)

STR +1 DEX +0 CON +2 INT -2 WIS +0 CHA +0

**Feats**: Toughness

**Skill:** Escape Artist +5, Perception +5, Stealth +5

### Description

Small but portly, Dretches usually stand around 4 foot tall but can weight up to 200 pounds. Dretches live in fear of their superior, as thousands of them are employed as cheap (or even slave) labor by more powerful demons, but they repay them by being naturally as lazy and uncooperative as possible. They never aspire to much, as most Dretch are destroyed before they can ever aspire to grow into a more powerful demonic form, but some of those that succeed create their own miniature realms in the Abyss, out of the reach of the more powerful demons, imposing their own form of cruelty on the many Dretch that come to their service. Demonlords who which to employ Dretch as footsoldiers generally strap a simple laser blaster on one of their arm to make sure they have sufficient firepower in case of a firefight and let them loose toward a target.

A single, weak tainted soul can give birth to as many as 13 Dretch, which ensures that the Abyss always has a steady supply of workforce and cheap troops.

### Tactics

Dretch use their numbers to swarm their target, generally attempting to summon as many additional bodies as possible so as to avoid injuries themselves and destroy their target. With the Deathblaster attached to their arm in as simple a manner as possible, the Dretch will generally not rely on them to deal damage, much preferring to be in close combat.
Demi-Elemental

The following are a new variety of grafts which can be used on the Elemental template from *Starfinder Alien Archive.*

**Required Creature type:** Outside

**Required Creature subtype:** Elemental

### ***Ice Elemental Graft***

**Traits:** Air, Water, Burrow 20ft (Snow and Ice only), Swim 60ft. Challenge Rating +1.

**Abilities:** *Ice Glide, Icewalking, Numbing Cold, Snow Vision*

**Immunity** Cold

**HP modifier:** +10%; **AC modifier:** +1/+1

**Feats:** Cleave

**Ice Glide** (Su): Similar to Earth Glide (see *Starfinder Alien Archive*), but only through snow and ice.

**Icewalking** (Ex): Similar to the spell *Spider Climb* but only functions on icy surfaces. The Ice Elemental also doesn't need to make any Acrobatics check when running, charging or making combat manoeuvres on ice.

**Snow Vision** (Ex): An Ice Elemental sees perfectly in snowy conditions, including full on blizzards, and suffer no penalties to its Perception checks.

**Numbing Cold** (Su): The attacks from an ice elemental feature a supernatural cold that chills one down to their bones. When a creature is damaged by an ice elemental, it takes additional ice damage and must make a Fortitude save or be Staggered for 1 round. This save DC is based on Constitution and marked in the following chart.

 6-10
 11-15
 16-20

### ***Lightning Elemental***

**Traits:** Air, Fire, Fly 100ft (Perfect). Challenge rating +1

**Abilities:** *Metal Mastery, Spark Leap*

**Immunity** Electric

**Attack** (Ranged): Thunder Strike (This attack is similar to the regular slam from the elemental, but can be used with a ranged increment of 45ft)

**HP modifier:** +10%; **AC modifier:** +1/+1

**Feats:** Jet Dash

**Metal Mastery** (Ex): A Lightning Elemental gains a +3 bonus on attack rolls if its opponent wears a metal (or conductive) armour, wielding a metal weapon or is made of metal (including most Androids).

**Spark Leap** (Ex): A Lightning Elemental gains a +10 bonus on bull rush, disarm, overrun or trip attack when it charges a creature on which the Metal Mastery ability would work.

### ***Magma Elemental***

**Traits:** Earth, Fire, Burrow 20ft. Challenge rating +1

**Abilities:** *Burning Strike, Earth Glide, Lava puddle*

**Immunity:** Fire

**HP modifier:** +10%; **AC modifier:** +1/+1

**Feats:** Nimble Move

**Burning Strike** (Ex): The regular attack from a Magma Elemental is powered by destructive lava, which deals bonus fire damage when it strikes depending on the CR of the elemental.

 6-10
 11-15
 16-20

**Lava Puddle** (Su): As a full round action, once per day per 5 CR, the Magma Elemental can spew forth a small puddle of lava which fills its own space to a depth of about 3 inches. Any creature which moves through this space now takes 1D6 point of damage per 4 CR of the Magma Elemental. This damage continues for 1D3 rounds after leaving this space. The puddle solidifies into obsidian after a number of minutes equal to the CR of the Magma Elemental.
One Skill Selection rules

As an optional rule to replace skill point assignment, which can become a pain at higher level or for characters with large numbers of skill points, Chronicle of the Stars recommends using the following rules for skill point assignment. This rule also allows players to have more "specialised" characters, differentiating them from their allies as their skill selection will make more of an impact.

Rather then gaining a certain amount of skill points per level, your character selects a number of skills in which he or she will be proficient equal to the number of skill points allowed by your class + your intelligence modifier. As an example, a Terran Male Mechanic with an Intelligence of 16 will get 4 + 3 = 7 skills in which he is proficient. Every level, those skills in which he is proficient go up by 1 point. If those skills are Class skills, your character gains the standard +3 to that skill, if it is not a class skill, he or she does not gain any bonuses.

## New Feat associated with this optional rule

#### **Skill training:**

**Prerequisite:** Proficient in 2 non-class skill

**Benefit:** The two non-class skills in which you are proficient become Class skills, granting their base +3 modifier.

**Special:** This feat can be taken multiple times, each time for 2 additional class skills.
Vegepygmies

*(Mobile russet sporesowers)*

Small Plant

**Initiative**: +2

**Senses**: Darkvision 60ft, low-light vision, Perception +4

**Speed**: 30ft

**ACs**: KAC: 14 EAC: 13 CMan: 22 (+2 Dex, +2/1 Natural armor)

**HP**: 7

**DR**: 5 / Kinetic or Fire, **Immunity** Electric

**Fort**: +3 **Ref**: +2 **Will**: +2

**Attack** (melee): Scrapheap spear +2 (1D6+2 Kinetic)

**Attack** (ranged): Acid spray +3 (1D4+1 Acid, 15ft) Recharge D4 turns

STR +1 DEX +2 CON +1 INT-1 WIS +0 CHA +0

**Feats**: Opening volley
Skill: Perception +4, Stealth +9 (+14 while in russet mold environment), Survival +4

### **Description**

Vegepygmies are semi-sentient humanoid plants who exist for the sole purpose to propagate a russet mold infestation on a planet, space station or spaceship. Vegepygmy infestation generally begin either with a spore bag bursting onboard a ship or in a dark cave on a planet. Russet mold does not require water and can grow on pretty much any surface, but is purged naturally by exposure to intense heat or UVB light over a short period of time. Any living being who dies in the general area of the russet mold will have its body decomposed by the mold, which will then use the natural nutrients and minerals to create vegepygmies. While small rodents and animals require multiple deaths to create a single vegepygmy, once enough of the mold-like horrors are created, they will begin hunting larger and larger preys. An average sized sentient individual (Terran or Lashunta, as an example) will generate 1d3 vegepygmy, whlie a small creature (Gnome or Ysoki) would generate 1d2 creatures. Over a short period of time, an infestation can easily cripple a ship or spacestation, especially once the russet mold begins being introduced into the life support system.

#### Terran knowledge:

The first russet mold infestation witnessed by the Confederation was on a derelict Imperial frigate. Marine forces were deployed and combat was intense, until the ship was destroyed by the Terran ship in order to prevent additional infestation. Medical screening of the marines proved that the russet mold was not airborne or infectious by touch, except for some exceptional sporesowers. A lack of contact with Russet mold reduces drastically the Terrans operational reactions.

#### Protectorate knowledge:

The Protectorate was affected by multiple Russet mold infestations over time, as it appears the original Russet mold comes from a planet that is under Protectorate quarantine. Reactions to mold infestation is generally rapid and direct, with the destruction of the infested area with laser fire and flamethrower, or in the case of a ship-wide infestation, with the scuttling of the ship. While the procedure is drastic, fears of russet mold infestation requires such measures.
Oskar Obierzałek

**Oskar Obierzałek** (ur. 1986 w Lublinie) - student informatyki na Wydziale Podróżniczym AGH. Był współlokatorem Laurentego Pszemełki i Karola Żurka na początku ich studiów. Mieszkali w pokoju trzyosobowym w akademiku Ararat, na pierwszym i drugim roku swoich studiów. Na trzecim roku w dość brzydki sposób wyrzucili Karola, po czym przenieśli się do akademika Babiniec, gdzie przez rok pokój dzielili we dwóch. Na czwartym roku studiów, gdy Laurenty nie był uprawniony do posiadania miejsca w akademiku, Oskar mieszkał z kimś innym. Jego dziewczyną była Paula.
Soften Earth and Stone

**School**: Transmutation; **Level**: Mystic 2 (can only be learned with Supernal guidance)

#### *Casting*

**Casting time**: 1 standard action

**Components:** V, S, DF

#### *Effect*

**Range**: Close (25ft + 5ft / 2 Caster Level)

**Area**: 10ft square / Caster Level; see text

**Duration**: Instantaneous

**Saving Throw**: None; **Spell Resistance**: None

#### *Description*

When this spell is cast, all natural, undressed earth or stone in the spell’s area is softened. Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily molded or chopped. You affect a 10-foot square area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone, like Earth Elemental, creatures are not affected.

A creature in mud must succeed on a standard caster DC Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it can’t run or charge and takes a -2 penalty to all attack rolls. Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and can’t run or charge over the surface. Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before.
Volkswagen Touareg

**Volkswagen Touareg** - samochód sportowo-użytkowy typu SUV, produkowany m.in. w Bratysławie. Nazwa wywodzi się od koczowniczego ludu żyjącego na obszarze Sahary. Nowy egzemplarz drugiej generacji tego samochodu (produkowane w latach 2010-2018), w kolorze czarnym oraz z pełnym dodatkowym wyposażeniem (np. podgrzewane fotele, reflektory doświetlania zakrętów, nawigacja satelitarna z polską wersją językową) w wersji z silnikiem Diesla, nabył Laurenty Pszemełko w roku 2015, zastępując autem swój wcześniejszy pojazd - Ferrari Testarossę, który został sprezentowany Jonaszowi. Touareg Laurentego miał rejestrację KRX 21PL (ponieważ dla miasta Krakowa skończyły się dostępne rejestracje z początkiem KR). Posiadany przez Laurentego pojazd był w wersji V8, o mocy 340 KM.
Psychopomp

Early experiments in the supernal realms generally drew humanity to the more nefarious members of the supernatural creatures (devils, demons and daemons, as prime examples) and some of their more overly moral counterparts (like angels, archons and azatas). It was with digging, especially into the idea of "mortal souls" and what happen to them, that they discovered the existence of the psychopomps, generally residing in the Underworld. Named after the spirits who escort and protect the dead through the afterlife, psychopomps appear to do just that: they are basically shepherds of the dead, bringing their flocks to their rightful resting place, whether it is in one of the realms of heaven or the depths of hell.

Psychopomp cannot be regarded as good or evil, they basically exist only to complete their appointed task. As souls appear to be quite a valuable resource for all the supernal realms, Psychopomps are constantly challenged even though their role is essential for the existence of those realms. They are inflexible and incorruptible, either in the form of other spirits trying to gain more souls or as the souls attempt to get leverage to ignore their actual death. Even the lowest of psychopomp will have heard a thousand pleas, a million exceptions that should be made or be offered a ransom that would make even the Emperor of the Elves blush. They care not where a soul goes, as long as it goes where it is supposed to.

Psychopomps are often in conflict with the Qlippoth, who are always trying to destroy souls so that they cannot affect them anymore and they can get their revenge against mortals. On the other hand, many a fiend will attempt to tempt or destroy psychopomps to gather many of these rogue souls, especially when those souls seem to share their \*Reason\*. Many a psychopomp does seem to relate to the \*Nihilist\* \*Reason\*, but they do not serve any of the daemonlords and care not for the Four Horsemen. Other supernatural creatures much prefer not to defy the Psychopomp, in case that some of them would stop delivering them new souls.

While the end result of mortal souls is still unknown, many Psychopomp have discussed with scientists of the existence of a place called Kshir Sagar, or the Ocean of Milk, which is the actual final resting place of all souls, mortal or immortal, which only the mightiest of all Psychopomp can reach, but is essential to the foundation of existence.

Unlike many of the supernatural creatures, the Hunter's Guild Association enjoys very good relations with the Psychopomp, which they assist in their work at time, especially when dealing with necromancers and undead threats.

## Relation with the Hu Syndicate

While the Hu Syndicate seems to have absolutely no intention of dealing with the supernal realms, the Psychopomp have a strong hatred for the Hu species, not being willing to assist their souls in finding their eternal resting place, which explains in part the natural terror the Hu have toward death. The Psychopomp generally do not assist the Hu servant species as well, but this might very well be due to the fact that none of them would have actual "souls", but this is doubtful.
Megaloceros

**Initiative**: +2

**Senses**: Low-light vision, Scent, Perception +9

**Speed**: 50ft

**ACs**: KAC: 16 EAC: 13 CMan: 23 (+2 Dex, +4 / 1 Natural armour)

**HP**: 46

**Fort**: +8 **Ref**: +8 **Will**: +3

**Attack (melee)**: Gore +7 (2D6+5 Kinetic (Bashing), Knockdown)

**Space:** 10ft **Reach:** 5ft

**Special attack:** Powerful Charge (4D6+7 Kinetic (Bashing), Knockdown)

STR: +5 DEX: +2 CON: +4 INT: -4 WIS: +2 CHA: -3

**Feats**: Lightning Reflexes, Jet Dash, Toughness

**Skill**: Athletics +12, Perception +9

### Description

Standing close to 2 meter tall and weighing about close to 600 kilograms, the Megaloceros is a gigantic deer or moose which features an enormous rack of antlers which it uses for defence or fighting during the mating season. Also known as "the Irish Elk", they feature most of what one would expect from a deer, except supersized. Hunting them for meat or trophies is common among all spacefaring nations.
New Macau

### Population types

72% Terran12% Gnomish8% Imperial Elven4% Baal'Ken2% So'Dar2% Various other races.

## Description

One of the mid-period Terran colonies, New Guoxi is one of the crown jewel of the Confederacy, a thriving colony with a very diverse population, both Terran and non-Terran. The city of New Guozi is known for its remarkable architecture, a reminder of the city of Hong Kong on Terra, while most other large settlements have a quaint, countryside quality to them. While the original settlers were mainly East Asian (with a large proportion of Chinese and Vietnamese settlers), they were supported by a significant portion of South American and African settlers who were looking for new land to build farms on. Agriculture is the main commercial industry on the planet, with maize, rice and oat being the main exports. Cotton farms have been growing steadily on the continent of New Tiapa in the past 50 years, with transformation centers being built and clothing lines starting to be exported in large quantity.

Being close to the Imperial border, a significant amount of trade is done directly with the Imperial Trade Authority and immigration from the Empire is rather common as well. A large population of gnomes reside in most cities on the planet, where the gnomes serve as intermediaries between the ITA and local Confederate merchants, storeowners or hired help. A significant Elven population is also on the planet, many of them trying to make a living on farms and forestry as a way to restart their life after ther service.

New Macau is also known for being the first planet to have a gnomish senator elected, which was a great step towards racial equality in the Confederation. A citizen of New Guozi, the senator has a wonderful reputation as a member of the Liberal Democratic Alliance Party.
Rzeszów

**Rzeszów, dawna stolica Kresów** - fikcyjne miasto wzorowane na prawdziwym o tej samej nazwie, pojawiające się w Pszemełkowej Sadze. Jest miejscem urodzin m.in. Olimpii Bolońskiej. Mieszkają tu też jej matka i siostry. Stąd też pochodzi chociażby Marcin Rociński. Od czasu wybudowania przez kilka firm budowlanych (między innymi tej, w której pracował Mariusz Wegański) autostradki, miasto posiada szybkie połączenie z Krakowem, Katowicami i Wrocławiem. Słynne jest z pięknego pomnika umiejscowionego na środku głównych ulic przechodzących przez miasto.
Cacodaemon

**Initiative**: +4

**Senses**: Darkvision 60ft, *detect good, detect magic,* Perception +6

**Aura:** Weeping (100ft)

**HP**: 24

**DR**: 5 / Good or Silver, **Immunity** Acid, Death effect, Disease, Poison **Resistance**Cold 10, Electricity 10, Fire 10

**Fort**: +2 **Ref**: +5 **Will**: +4

#### *Offense*

**Speed**: 5ft; Fly 50ft (Perfect)

**Attack** (melee): Bite +7 (1D4+1 Kinetic (Piercing), Unwieldy + Disease)

**Space:** 2 1/2ft; **Reach** 0ft

**Special Attack:** Soul Lock

**Spell-like abilities:** (CL 6th; Concentration +6)

At Will --

Invisibilty

3/day --

Lesser Confusion

 1/week --

Commune (CL 12th, 6 questions)

#### *Statistics*

STR +1 DEX +0 CON +1 INT -1 WIS +1 CHA +1

**Feats**: Improved Initiative, Lightning Reflexes

**Skill:** Acrobatics +5, Bluff +6, Mysticism +4, Perception +6, Stealth +5

#### ***Special Abilities***

**Disease** (Su): *Save* Fort DC 12; *Onset* 1 day; *frequency* 1/day; *Effect* 1D2 Wisdom damage, *cure* 2 Consecutive saves. In addition to the effects of the disease, a cacodaemon can communicate telepathically with the infected over any distance, as long as they are in the same plane.

**Soul Lock** (Su): Once per day as a full round action, a cacodaemon can ingest the soul of any sentient creatures that has died within the last minute. This soul crystallises into a Soul Gem within the fiend. The cacodaemon can then regurgitate that gem as a standard action.
MachTek-class Knight

**Designer:**Weasel Clan

**Manufacturer:**Produced under license in multiple Dwarven Clanholds

**Operator:**Most of the Imperial clans

Number produced: Around 275 000.

**Weight:**14 metric tons

**Height:**4.4 meters

**Crew:**1 pilot

**Shields:**42 Churchill-rated generator

**Armor:**Lunar Silver / Orichalcum alloy, 55mm average

**Main armament:**

At the end of the 23rd century: AGM4A3 Railrifle (Apex Consoritium conception) 36mm rifle

**Secondary armament:**Shoulder-mounted missile launcher, 9 charges

**Melee weapon:** Heatsaber or Heathawk, depending on the operator

**Engine:**V-turbine, 1275 horsepower.

**Speed:**29 kmph walking, wheeled secondary mode 64 kmph.

**Space speed:**360 m/s with external booster.

### Description

The MachTek knight is the most commonly seen walker in use by the Imperial Fleet and the Imperial Army. Rugged, highly resistant with its heavy-duty shield generator and magical alloy armor, it served the Imperial forces for close to 300 years, with the most recent upgrade generally coming in the shape of weaponry replacement taking advantage of new technology from their new Confederate allies. Vastly superior to the Confederate ED series, all combat tests between the two ended with an overwhelming victory of the Sir Kay, it's Confederate callsign. Most imperial ships carry at least one walker, generally a whole 3 man squad, most of which are MachTek.

While the introduction of starfighters strongly limited the impact of Knight-class walkers in space combat, the Sir Kay remained an important part of the Imperial military doctrine in ground combat up until the end of the Imperial Civil War, all the way through the three major conflicts prior, the Protectorate War, the Grey War and the Korrenian Conflict.
Konstancja Pszemełko

Ignacy Pszemełko (mąż),

† Józefina Pszemełko (teściowa),

† Benjamin Pszemełko (teść),

Laurenty Pszemełko (syn),

Olimpia Pszemełko (synowa),

Krzesimir Pszemełko (syn),

Jonasz Pszemełko (syn),

Izabella Pszemełko (wnuczka),

Marek Pszemełko (wnuk)

**Konstancja Pszemełko** de domo **Żymurowska**, (ur. 02.11.1963 r. w Zielonej Górze) - córka Jana i Natalii Żymurowskich, matka Laurentego, Krzesimira i Jonasza, żona Ignacego.

Od roku 1987 mieszka z mężem w Mruczkowie. Z wykształcenia była ekonomistką. Fanka polskich seriali. Początkowo nie przepadała za Olimpią, zwłaszcza po rewelacjach dotyczących rzekomej śmierci pierworodnego syna, jakie miała nieprzyjemność usłyszeć od dziewczyny. Nie do końca mogła pogodzić się z tym, że Olimpia i Laurenty zdecydowali się na cichy ślub w Rzymie, o którym nie poinformowali nikogo z rodziny. Dopiero po pewnym czasie Konstancja przemogła się by zacząć nazywać Olimpię córką.
The Tale of the Infinity Realm Trading Card Game Online Wiki

## Welcome to the The Tale of the Infinity Realm Trading Card Game Online Wiki

The Tale of the Infinity Realm Official Trading Card Game Online is a game on Dulst.com based of TTOTIR. THe battle style of the game is similar to Hearthstone/Undercards

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

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Zuzanna Bolońska

**Zuzanna Bolońska** de domo **Kowalska** (ur. 1965 r. w Rzeszowie) - żona zmarłego Marka Bolońskiego, matka Tamary, Olimpii i Hanny, babcia Kornelii, Izabelli i Marka, teściowa Michała, a także Laurentego.

Poznajemy ją w drugiej części sagi, w której dała się poznać jako fanatyczka kultury wschodu. Jej zainteresowanie czakrami powodowało niemały lęk u Olimpii, ale bohaterska postawa Laurentego, który uratował Olimpię z niewoli Samuela mogła zmienić podejście kobiety. Zuzanna, podobnie jak pozostali bohaterowie, przeszła transformację. W kolejnych częściach jest przykładną babcią, matką i teściową.
Obscuring Mist

**School**: Conjuration (Creation); Level Mystic 1, Technomancer 1 (can only be learned with Supernal guidance)

#### ***Casting***

**Casting Time:** 1 Standard Action

**Components:** V, S

#### ***Effect***

**Range**: 20ft

**Effect**: Cloud spreads 20ft radius from you, 20ft high

**Duration**: 1 minute / Caster Level

**Saving throw**: None; Spell **Resistance**: None

#### ***Description***

This spell creates a thick mist close to the caster, which can then be used to hide yourself. A creature within the mist or within 5 feet of it gains 20% *Concealment*. Creature further away gains 50% *Concealment*. This mist is magical and blocks even *Darkvision*.

A moderate wind disperses the mist in 4 rounds, while a strong wind
Travis the Rambler,

#### Travis the Rambler: The Storyteller of Kanadia

In the mystical realm of Kanadia, where glaciers meet enchanted forests and creatures of legend roam free, resides a figure as grand and timeless as the land itself—Travis the Rambler. A tall, imposing figure, Travis towers above most inhabitants of his realm. Yet, despite his physical grandeur, it is not his stature that makes him renowned, but his ability to weave tales that span eons and epochs.

#### An Enigmatic Presence

Travis is as much a part of Kanadia as the perpetual snow or the ancient, whispering pines. But unlike these static elements, Travis is forever in motion. His ceaseless ramblings take him through icy tundras, beneath evergreen canopies, and alongside roaring rivers. Some say he walks to gather new stories; others claim he does it to forget them. Either way, it's his tales that have made him a legend.

#### The Weaver of Time

With a voice as smooth as the glacial waters and eyes that hold millennia of wisdom, Travis can weave stories that captivate every listener—be it the wise owls of the Owl Kingdom or the restless spirits of the Wandering Woods. These are not mere tales but intricate tapestries of history, folklore, and cosmic wonders. When Travis speaks, the boundaries between past, present, and future seem to blur, leaving his audience in a state of awe.

#### Tales of Unity and Division

In a land like Kanadia, where various magical and mortal beings coexist, stories serve as a universal language. Travis's tales touch upon universal truths and complex moralities, making listeners question their long-held beliefs and opening their eyes to new perspectives. Yet, not all his tales foster unity; some reveal the dark, divisive aspects of the various realms and their inhabitants. In Travis's narratives, the beauty of creation and the tragedy of conflict coexist, each giving weight to the other.

#### Conclusion

Travis the Rambler is not merely a storyteller but a living archive of Kanadia's vast and complicated history. His tales hold the power to enlighten and divide, to bring joy and incite sorrow. But no matter the effect, each story serves its purpose in reminding the beings of Kanadia—and beyond—that life is an ever-unfolding tale, full of complexities that only time, or perhaps Travis himself, can unravel.
Lacridaemon

**Initiative**: +7

**Senses**: Darkvision 60ft, *detect good, detect magic,* Perception +7

**Aura:** Weeping (100ft)

**HP**: 38

**DR**: 5 / Good or Silver, **Immunity** Acid, Cold, Death effect, Disease, Poison **Resistance**Electricity 10, Fire 10; **SR** 14

**Fort**: +6 **Ref**: +4 **Will**: +5

#### *Offense*

**Speed**: 40ft; *Pass Without Trace*

**Attack** (melee): Bite +10 (2D4+5 Kinetic (Piercing / Cold), Unwieldy + ***Poison***)

OR

2 Claws +8 (2D4 + 4 Kinetic (Slashing / Cold), Crit: Bleed 1D6)

**Attack** (ranged): Teargun +6 (1D6+3 Energy (Cold + Acid), Range 45ft, 6 ammo, Crit: ***Poison***)

**Special Attack:** Poisonous Tears

**Spell-like abilities:** (CL 4th; Concentration +5)

3/day --

Overwhelming Grief (DC 15)

Teleport (Self plus 50lbs of objects only)

1/day --

Hold Person (DC 14)

Invisibility

Snare

 Summon (Level 3, 1 Lacridaemon 50%)

#### *Statistics*

STR +1 DEX +3 CON +2 INT +0 WIS +1 CHA +1

**Feats**: Improved Initiative, Weapon Focus (Natural)

**Skill:** Acrobatics +9, Athletics +7, Bluff +7, Perception +7, Sense Motive +7, Stealth +9

#### ***Special Abilities***

**Poisonous Tears (Su):** Most attacks done by Lacridaemon are infused with their tears, which are highly toxic. Their bite is always considered as benefiting from the effect of the tears, adding the poison effect to the attack.

The teargun, crafted by some mysterious Lacridaemon lords, channels those tears into frozen spikes, which cause their poison effect when they cause a Critical Hit. When reloading this weapon, the lacridaemon needs to use his poisonous tears for that round and its bite loses this ability until the end of this round.

As a Bonus action which provokes an attack of opportunity, the Lacridaemon can also infuse his claws with the poisonous tears until the end of the combat round. If they do not hit or are not used, this power is wasted.

*Lacridaemon Poison:* **Save** Fort DC 14; *frequency* 1/round for 6 rounds; *effect* 1 Wis Damage plus staggered for 1 round; *cure* 2 consecutive Saves

**Weeping Aura (Su):** This fiend is surrounded by the sound, albeit muffled, of crying children. These sounds seem to be coming from all directions at once when within the aura of the Lacridaemon. Any creature that enters the aura must succeed a Will Save at DC 13 or suffer a -5 to all Survival checks to find their direction for 24 hours. The effect from multiple Lacridaemon stacks up to a maximum of -20 penalty. This is a mind affecting sonic-based effect for which the save DC is Charisma based.
Halsora

**Medium Plant**

**Initiative**: +5

**Senses**: Darkvision 120ft, low-light vision, Perception +11

**Speed**: 30ft

**ACs**: KAC: 19 EAC: 17 CMan: 27 (+1 Dex, +8/6 Natural armor)

**HP**: 60
DR: 5 / Kinetic or Fire, ***Immunity*** Electric

**Fort**: +10 **Ref**: +9 **Will**: +5

**Attack** (melee): Scrapheap hammer +12 (2D4 + 12 Kinetic (Bashing), Crit Stun)

**Attack** (ranged): Acid spray +8 (2d4+8 Energy (Acid), 20ft) Recharge D4 turns

**Special** **attack**: Acid splash (same timer as spray): 10ft AoE, 2D4+8 Energy (Acid), Reflex DC15 1/2 damage

STR +5 DEX +1 CON +3 INT-2 WIS +1 CHA +0

**Feats**: Opening volley, Improved Initiative, Mobility

**Skill:** Perception +11, Stealth +11 (+18 while in russet mold environment)

While russet mold infestation generally only create large amounts of vegepygmies, sometimes when large amounts of bodies are accumulated, a larger vegepygmy, called an Halsora (Lashunta word for "Horrible Farmer") is created. Much larger than regular vegepygmies, Halsoras tower around 6 feet tall and have massive, sinuous myconic muscles. While vegepygmies are not naturally intelligent, Halsoras are unable to process difficult situations where brute force cannot be used to solve it. During a massive infestation of vegepygmies, the Halsora are sent out ahead of a swarm to clear out more dangerous threats. The Halsora have similar impetus as the smaller vegepygmies, finding corpses for the Russet mold to process and transform into additional sporesowers.
Axe beak

**Initiative**: +3

**Senses**: Low-light vision, Perception +7

**HP**: 46

**Fort**: +6 **Ref**: +5 **Will**: +1

**Attack (melee)**: Bite +8 (1D8+8 Kinetic (Piercing), Unwieldy)

**Space:** 10ft **Reach:** 10ft

**Special attack:** Sudden Charge

**Feats**: Jet Dash, Skill Synergy (Perception, Athletics)

**Skill**: Acrobatics +8, Athletics +11, Perception +7, Survival +5

### Traits

**Sudden Charge** (ex): On a Charge action, the Axe Beak does not suffer any penalty to its attack roll, and if its bite attack hits by more then 8, its target is considered Knocked Down, as if it was tripped. On a Critical Hit during a Charge action, this always triggers.

### Description

Axe Beaks are large flightless birds standing between 8 and 9 feet tall and weighing in at around 500 pounds. Their beaks are heavy and powerful, capable to tearing through meat and bones with ease, and has a form reminiscent of the head of an axe. Their long legs are extremely powerful and allows them to run at fairly high speed to catch a variety of preys, ranging from other large flightless birds to different mammalians. Their feathers are generally in various form of earth tones for camouflage purpose, but males generally have more colourful feathers around their head.

Tribal groups on planets with these types of animals often regard them with awe, and feathers from the head of males are often used as decoration and in fabrication of clothing. Axe beaks are fairly intelligent for a bird, and can even be tamed, and in those cases, eggs from these creatures will sell for a decent amount.

### Tactics

Axe Beaks will generally not attack humanoids unless threatened or extremely hungry. If it does attack, axe beaks will rely on their speed and power to dominate their foes, hopefully knocking them down before laying in on them.
Neutron weapons

As both the Protectorate and Elven Star Empire began relying increasingly on powerfields and shields to protect their spaceships, the Union of Elven Realms began experimenting with different types of weapons in order to disrupt such defensive measures. Over time, the antique plasma weapons used by the Union were replaced by newer, more efficient neutron emission weapons, which led to the current Neutron blasters and Neutron Emitter. While those weapons are omnipresent on starships, miniaturisation of the technology required a long time to make such weapons available for personal weapons. While ubiquitous with the Union, neutron weapons are available throughout the Known Universe as most of them are manufactured by Dwarvenholds who do not care whose hands these weapons fall in. While they are rather expensive and require a large power supply to be efficient, neutron weapons are incredibly powerful when used against heavily shielded targets.

### Neutron damage

Neutron damage is a type of Energy damage which combines Electric and Pure Energy damage. Powerfields damaged by Neutron attacks add their Equipment level to the damage done.
GNC-Dumoulin

## GNC-Dumoulin

### Industry

Civil Engineering, space construction, colonization

### Employees

Around 82000

A major player in the Terran
Confederation colonization effort, GNC-Dumoulin started out as a
civilian contractor in the Montreal, Anglosphere Special Department
of Quebec, trading mainly in planetary construction. Their first few
major contracts were the creation of various hydroelectric plants on
a few new colonies along with the ground transport infrastructure on
Eden, the first Terran colony. Dumoulin grew in size rather rapidly
and began investing in orbital engineering to be able to get more
contracts from the Confederate Colonial Board. As the company grew
and expanded its activities, it began being a major player in the
actual colonization of foreign bodies, financing many expeditions and
First In settlements.

 When Valcartier-En-Orbite began being
exploited in earnest, GNC-Dumoulin was a major financial backer of
the move, bringing their engineering expertise to the construction of
O'Neil cylinders and orbital settlements. In 2272CE, they moved their
headquarters to VEO Lagrange 2-1, becoming the largest company in the
colony.