recursal/Fanatic-Fandom huggingface dataset:
Hayashi

**Hayashi** es un empleado de CatCo Worldwide Media.

## Historia

En algún momento de su vida, Hayashi empezó a trabajar para Cat Grant.

Tiempo después, Hayashi le pidió a Kara Danvers ayuda con su trabajo, y ella lo hizo por él. A su jefa le gustó el trabajo que presentó, y Hayashi luego le agradeció a Kara por la ayuda.
Ikken

**Ikken** is an iron-heavy planet in the Lin system. Close proximity to Lin has resulted in the sunward side of the planet (Ikken is tidally locked to Lin) to remain in a molten state. Despite the disruptive magnetic field and inaccessible molten hemisphere, the Kriktans have established a thriving mining industry on the dark hemisphere and equatorial band of the planet.

Ikken is flagged as a spacetrucking hotspot.
Intelligence

**Intelligence** is an attribute in Space Truckers. It measures a character's ability to think learn and reason. Intelligence affects:

* The energy of a character
* The limit of languages that a character can learn
* The number of skill points gained each level (this is always at least 1)
* The Appraise, Driving, Electronics, First Aid, Forgery, Navigation, Piloting, Survival, Knowledge and Profession Skills

## Races

The races which are, on average, more intelligent than others are:

* Canen, who gain +2 intelligence
* Ikk'tari, who gain +2 intelligence
* Mutants with hyperactive brains, who gain +2 intelligence

The races which are, on average, less intelligent than others are:

* Lwargi, whose intelligence is determined by 2D4 dice rather than the standard 3 dice out of a roll of 4D6

## Classes

While all classes benefit from intelligence, some do so more than others. Specialists require intelligence as it affects their skills, whereas Agents and Engineers require intelligence as it affects their tech abilities.
Bandu

The **Bandus** are a race of humanoids from Aaku. The Bandus are, on the whole, a peaceful client race of the Florians, represented in the Galactic Union by the Unu Elder Council. Most Bandus are fiercely loyal to the Florians.

## Physiology

Bandus are humanoids with a leathery brown skin. They resemble humans greatly, but tend to be about a foot taller and lack a nose or any nasal cavity.

Most Bandus have what appears to be a pot belly, which is in fact muscle to protect the vital organs. Bandus seem to lack big muscles across their body, but they are quite resilient to physical trauma.

Bandus mature at about 16 and have an average lifespan of 90 years.

## History

In 1542, the Bandus created the first atomic bomb. Frightened of its power, they outlawed its use and the creation of others like it. Rogue scientists in a faction known as Palag Uu, however, continued creating nuclear weapons and began unleashing them on Aaku, destroying its natural environment.

In 1593, the Florians discovered Aaku and, seeing the state of decay in which it was, stepped in and "repaired" the planet, uplifting the Bandus in the process. The Palag Uu fled Aaku and the Bandus hailed the Florians as heroes, becoming a client race.

## Society and Culture

Bandu society is full of complex hierarchies and a myriad of social classes. Most Bandus put great stock in ideas such as honor and loyalty. Most Bandus have fierce loyalty for the Florians and an equally fierce hate of the Palag Uu.

Artistically, Bandu culture is best known for its poetry. Bandu epic poetry is recognized as some of the greatest poetry in the galaxy.

### Language

Bandu Civilization has seen many native languages, but these days most Bandu speak either Kuni or Ukwishi, and less commonly, Maha.

### Religion

Mainstream Bandus tend not to follow a religion, but rather a philosophy. These 'ways' are comparable to Earth's Buddhism (quite a few Bandus actually are practicing Buddhists). The more popular 'ways' include Servant Way (Kwehiun), Knight Way (Kweshiar) and Artist Way (Telpel).

Palag Uu are different in that they practice an actual religion (more comparable to Earth's religions). It is a pantheistic religion centered around the God-King Palag, and is known as Palagi.

## Game Rule Information

Bandu are considered to be of the humanoid and organic types.

### Racial Traits

1 D6 HD

+2 Wisdom

+2 Fortitude

Darkvision
Creature Type

A **Creature Type** is a stat which determines how a particular creature is treated by certain effects and determines certain stats itself. A creature can have multiple types.

## Types

### Floric

The Floric type is applied to many creatures native to Triun, such as florians. Florics are, unless otherwise stated on their appropriate pages:

* Immune to sleep effects
* Made up of plant matter
* Not required to sleep
* Required to eat (but via photosynthesis) and breathe (but as an Earth plant would)

### Humanoid

The Humanoid type is applied to any creature which stands upright on about two legs and has two or so arms, a torso and a head. Creatures such as humans, florians, kriktans, monkeys and gorillas all apply.

### Organic

The Organic type is applied to any creature which has come into being as a result of organic reproduction and was not manufactured (although this does not preclude genetic adjustments). Organics are, unless otherwise stated on their appropriate pages:

* Required to eat, sleep and breathe

### Synthetic

The Synthetic type is applied to any creature which is manufactured and is electronic in nature. Synthetics are, unless otherwise stated on their appropriate pages:

* Immune to disease and illness
* Immune to fatigue
* Immune to mind-altering effects
* Immune to poison and other chemical effects
* Immune to sleep effects
* Not required to eat, sleep or breathe
* Unable to regenerate HP by any means other than repair
* Vulnerable to hacking
Kin-Shemsi Weapons

**Kin-Shemsi** **Weapons** is an Ikk'tari manufacturer of weapons and armor based on Sha'aker. It is the foremost Ikk'tari manufacturer and supplies the Sha'aker Council military with equipment.

## Kin-Shemsi Weaponry

KS weapons tend to pack more of a punch, dealing more damage (+5% damage) at the expense of ammo capacity (-10% ammo capacity, minimum -1)

* KS-19 Assault Rifle
* Plasma Rifle
Charisma

**Charisma** is an attribute in Space Truckers. It measures a character's force of personality, leadership ability and physical attractiveness. Charisma affects:

* The Bluff, Diplomacy, Handle Animal, Intimidate and Perform Skills.

## Races

The races which are, on average, more charismatic than others are:

* Florians, who gain +2 charisma

The races which are, on average, less charismatic than others are:

* Lwargi, who suffer a -4 charisma penalty
* Mutants with an abnormal tumorous growth, who suffer a -2 charisma penalty
* Naxarls, who suffer a -2 charisma penalty
Plasma Sniper Rifle

Critical Range
 Critical Multiplier
 Damage Dice
 Damage Type
 Weapon Category
 Wielding

The **Plasma Sniper Rifle** is a sniper rifle based on Beam Technology. Like all beam and plasma weapons, it consumes its damage in energy.

 Manufacturers

Plasma Sniper Rifles are manufactured by:

* Darkstar Mercenary Corporation (+1 dmg, -1 hit)
* Illen Armoury
* Kin-Shemsi Weapons
* Leske Security Corporation
* Nukren Arms
* Pandae Weapons Corporation
Sol

Spectral Classification
 Luminosity
 Diameter
 Mean Surface Temperature
 Age
 Lifespan
 Planetary Limit
 Frost Line

**Sol** is a main sequence star in the Local Interstellar Cloud, most notable for its harboring of Earth, the human homeworld.

The planets in Sol's orbit are:

* Mercury
* Venus
* Earth
* Mars
* Jupiter
* Saturn
* Uranus
* Neptune

Other objects in its orbit include:

* Pluto
Daze

Mana/Energy Cost
 Cast Time
 Range
 Duration
 Saving Throws
 Resistance

**Daze** clouds the mind of a humanoid target with 4 or fewer HD, rendering them incapable of taking any action for 1 round. Humanoids of 5 or more HD are not affected. A dazed target is not stunned, so attackers gain no special advantage over the target.

Will save DC 10 can negate the effects. Humanoids that are immune to any mind influencing effects are also immune to this.
Psionic Mark

Mana/Energy Cost
 Cast Time
 Range
 Duration
 Saving Throws
 Resistance

**Psionic Mark** allows the caster to inscribe their own personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. The ability enables the caster to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect psionics ability causes it to glow and be visible, though not necessarily understandable.

The mark cannot be dispelled, but it can be removed by the caster. As the mark is not easily removed and is permanent, many psionic casters use the ability as a form of art, vandalism or as tatoos.
Tierra

La **Tierra** es un planeta que orbita un sol amarillo.

## Historia

Justo antes de Krypton explotara, Kara Zor-El fue enviada a la Tierra junto con su primo, Kal-El, para que ella lo cuidara. Sin embargo, la nave de Kara se salió de curso y terminó en la Zona Fantasma, un lugar donde el tiempo no pasa. Años después, Kara llegó a la Tierra, pero su primo ya había crecido y convertido en un superhéroe de fama mundial, Superman. Ella adoptó la Tierra como su casa, llegando a ser una superheroína conocida como Supergirl.

Desafortunadamente, la nave de Kara fue seguida por una prisión kryptoniana de máxima seguridad que aterrizó en la Tierra con la llegada de Kara, dejando libres a decenas de criminales de todo el universo.

## Ciudades notables

* Metrópolis
* Ciudad Nacional
Marciano Blanco (Strange Visitor From Another Planet)

*Para la persona por la que se hizo pasar este Marciano Blanco, véase Miranda Crane.*
Un **Marciano Blanco** de nombre desconocido realizó un ataque en la Tierra tras descubrir que el Marciano Verde J'onn J'onzz seguía vivo.

## Biografía

Cuando J'onn J'onzz tuvo que utilizar sus poderes,  el Marciano Blanco lo sintió y descubrió que seguía vivo, de modo que acudió a la Tierra y atacó a la senadora Miranda Crane para atraerlo. El Marciano atrapó a Miranda en las cloacas de la ciudad y tomó su apariencia, siendo llevado hacia el DEO para su protección.

El Marciano fue incapaz de averiguar cual de los agentes del DEO era el Marciano Verde oculto y trató de hacer que Alex Danvers se lo dijera, pero J'onn hizo contacto y prometió reunirse con él en el desierto. Supergirl y J'onn se enfrentaron al Marciano Blanco y lograron derribarlo; J'onn quiso matarlo, pero Kara hizo de cambiara de idea y él lo dejó aprisionado en una celda del D.E.O., donde el Marciano dijo que más miembros de su especie acudirían y juró que destruiría a sus captores.Error en la cita: Etiqueta `<ref>` no válida; nombres no válidos, p. ej. demasiados

## Poderes

* **Super fuerza:** Al ser un Marciano Blanco, es capaz de emplear una fuerza enorme.
* **Telepatía:** Al ser un Marciano Blanco, puede comunicarse a través de sus mente.
* **Vuelo:** Al ser un Marciano Blanco, es capaz de volar por el aire al menos en la Tierra.
* **Cambio de forma:** Al ser un Marciano Blanco, puede cambiar su apariencia a cualquier forma.
Vanguard Class Light Armor

Type
 Armor Check Penalty
 Psionic Failure

**Vanguard Class Light Armor** is light armor manufactured by Dicks and Williams Fabrications, and uses a nano-weave carbon polymer. Helmet is not included as part of this armor set, which consists of boots, gauntlets, shin-guards and breastplate.

Vanguard Class Light Armor was designed for and is used by the Earth Federation's Vanguard.
Illen Armoury

The **Illen Armoury** is a Canen manufacturer of weapons and armor based on Illen. They are the foremost Canen manufacturer and supply the weapons and armor of the Osun Papacy's armies.

## Illen Armoury Weaponry

IA weapons tend to be more accurate (+1 hit), at the expense of damage (-5% damage, minimum -1).

* Cryogenic Rifle
* Plasma Rifle
Beam Axe

Critical Multiplier
 Damage Dice
 Damage Type
 Weapon Category
 Wielding
 Minimum Strength

The **Beam Axe** is an advanced form of battleaxe. It consists of a heavy-duty shaft with an activatable beam-blade.

As with all beam weapons, each attack consumes its damage in energy.

## Manufacturers

Beam Axes are manufactured by:

* Smash and Bash Equipment
* Uykhasha Entertainment
Bluff

The **Bluff** skill is used to make the implausible or untrue seem to be plausible and true. Everything from acting, conning and fast talking to misdirection and lies are encapsulated in this skill. Bluffs may also be used to deliver an inferred meaning without directly stating it. Those looking to deceive people or become great actors/storytellers are recommended to take up this skill.

A bluff check is performed against a sense motive check. The higher score succeeds, while the lower fails. When used in cooperation, the Sense Motive check for the intended target must be lower than the Bluff check, whereas unwanted listeners must roll above the Bluff check to also understand the inferred meaning.
Agility

**Agility** is an attribute in Space Truckers. It measures a character's dexterity, hand-eye coordination and reflexes. Agility affects:

* Armor Class (except when flat-footed)
* Ranged attack
* Reflex Saving Throws
* The Acrobatics, Sleight of Hand and Stealth Skills

## Races

The races which are, on average, more agile than others are:

* Ikk'tari, who gain +2 Agility
* Mutants with an extra leg, who gain +1 Agility

The races which are, on average, less agile than others are:

* Lwargi, who suffer a -4 penalty to Agility

## Classes

While all classes benefit from agility, some do so more than others. Agents are especially reliant, as it directly affects most of their abilities.
Human

**Humans** are a race from Earth. Since achieving spaceflight in 1961, the race has experienced rapid technological growth and humans are viewed as fast and aggressive colonists. Their representative government is the Earth Federation.

## History

Humans achieved spaceflight in 1961 and invented the V-Reactor in 2043 and the FTL drive in 2047. In 2069, Humans made first contact with the Canen and were later introduced as associate members of the Galactic Union.

## Society and Culture

Humans are an aggressive, but tactful race and many humans are seen to be quick to learn and to adapt to new situations. Bonds of kinship between humans are less than what many other races expect, and this has lead to humans being considered untrustworthy by many.

### Language

Human civilization has produced many native languages, the most common of which are English, Russian, Mandarin, Hindi, German and French.

### Religion

Although many humans are atheist, there exist a number of human religions, such as Christianity, Islam and Buddhism.

## Game Rule Information

Humans are considered to be of the humanoid and organic types.

### Racial Traits

1 D6 HD

4 extra skill points at 1st level (+2 every subsequent level)

+1 feat at 1st level
Character Creation

The creation of a 1st level Spacetruckers character follows a few steps, detailed below. Input the character information on your character sheet.

## Character Creation Steps

### 1. Roll Attributes

Roll 4 d6 dice and remove the lowest die, adding the remaining values together. Do this six times to produce six values between 3 and 18. These values will later be assigned to attributes.

### 2. Choose Combat Class and Race

Combat class and race are chosen at the same time as some races are naturally better suited to certain classes than others. Record your choice on your character sheet.
Beam Greataxe

Critical Multiplier
 Damage Dice
 Damage Type
 Weapon Category
 Wielding
 Minimum Strength

The **Beam Greataxe** is an advanced form of greataxe. It consists of a long heavy-duty shaft with an activatable beam-blade.

As with all beam weapons, each attack consumes its damage in energy.

 Manufacturers

Beam Greataxes are manufactured by:

* Smash and Bash Equipment
* Uykhasha Entertainment
Mintaka C

Spectral Classification
 Companion Stars
 Luminosity
 Diameter
 Mean Surface Temperature
 Age
 Lifespan
 Planetary Limit
 Frost Line

**Mintaka C** is the tertiary star of the Mintaka System. It is owned by the Osun Papacy and is the home system of the Canen, who originate from Osun. It forms a distant binary pair with the binary system, Mintaka AB.

 Planets

Orbiting Mintaka, from closest to furthest, are the following planets:

1. Chun 0.20 AU
2. Lampas 0.37 AU
3. Cthien 0.61 AU
4. Sulu 0.83 AU
5. Osun
6. Miren 2.48 AU
7. Isgear 4.32 AU
8. Plani 8.03 AU
9. Eleth 13.49 AU
10. Pion 19.70 AU
11. Nereva 35.26 AU

*NB: As pages for the above planets are added, the AU distance will be removed from this page.*

## Orbit

Mintaka C orbits the binary Mintaka AB pair with an eccentricity 0.3 and an average separation of 15 842 AU. Mintaka C's average distance from the barrycentre of the system is 525.89 AU, with a maximum distance of 683.66 AU and a minimum of 368.12 AU. It has a maximum separation from Mintaka AB of 16091.66 AU and a minimum of 15592.34 AU.
Faster Than Light Travel

**Faster than Light (FTL) Travel** is the travelling of an object at a speed greater than the speed of light. It is necessary for practical space travel and is facilitated by the use of an FTL drive, which is powered by Helium-3 fuel when used for more accurate, in-system travel. FTL used to travel between star systems is known as Hyperspace Travel and can only be powered by immense energy sources, such as the V-Reaction.

## History

The History of the FTL drive is organised into a timeline below, based on information from the Timeline of the Milky Way.

* 1153 BC - Kriktans invent the V-Reactor and FTL drive
* 549-552 BC - Florians invent the V-Reactor and FTL drive
* 392 BC - Naxarls invent the FTL drive
* 112 - Uxen invent FTL drive
* 187 - Xenozorgs achieve spaceflight and invent FTL drive
* 1407 - Canen invent the FTL drive
* 2047 - Humans develop their first FTL drive.
* 2106 - Ikk'tari invent the V-Reactor and the FTL drive
Detect Tech

Mana/Energy Cost
 Cast Time
 Range
 Duration
 Saving Throws
 Resistance

The caster can detect any active tech effects or active technology within the radius using **Detect Tech**. The ability can be used to determine whether a creature, object or area has any active tech effects. It can also be used to locate any active electrical devices.
Repair

Mana/Energy Cost
 Cast Time
 Range
 Duration
 Saving Throws
 Resistance

Using **Repair**, the caster can send out an army of nanobots to repair small breaks in a single object. This object can be a metallic object (ring, knife, chain, etc.) in which case the nanobots will weld the object, a ceramic or wooden object, in which case any small breaks or chips will be restored, cloth, in which case any tears will be resewn or electrical, in which case any melted wiring or blown electrics will be restored. The ability works to the GM's discretion.

The ability cannot restore any inscribed psionic effects in an object, nor can it repair major breaks (such as a hull breach).
Sawn Off Shotgun

Critical Range
 Critical Multiplier
 Damage Dice
 Damage Type
 Range
 Weapon Category
 Wielding

The **Sawn Off Shotgun** is a homemade shotgun made by sawing off the end of a 12 Gague.

A Sawn Off can fire both shells at a -2 penalty to hit. This attack deals 4d8 damage, but consumes both shells simultaneously.
Mintaka B

Spectral Classification
 Companion Stars
 Luminosity
 Diameter
 Mean Surface Temperature
 Age
 Lifespan
 Planetary Limit
 Frost Line

**Mintaka B** is the secondary star of the Mintaka System. It is owned by the Osun Papacy. It forms a close binary pair with Mintaka A and a far binary pair with Mintaka C.

## Orbit

Mintaka B orbits Mintaka A with an eccentricity of 0.06 and an average separation of 0.12 AU. Mintaka B's average distance from the barrycentre of the two stars is 0.055 AU, with a maximum barrycentre distance of 0.058 AU and a minimum barrycentre distance of 0.052 AU. It has a maximum separation from Mintaka A of 0.125 AU and a minimum separation of 0.115 AU.

Mintaka AB orbits Mintaka C with an eccentricity 0.006 and an average separation of 15 842 AU. Mintaka AB's average distance from the barrycentre of the system is 15316.12 AU, with a maximum distance of 15408.01 AU and a minimum of 15224.21 AU. It has a maximum separation from Mintaka C of 16091.66 AU and a minimum of 15592.34 AU.
Cryogenic Shotgun

Ammo Capacity
 Critical Range
 Critical Multiplier
 Damage Dice
 Damage Type
 Range
 Weapon Category
 Wielding

The **Cryogenic Shotgun** is a powerful shotgun which makes use of cryogenic technology. It was originally designed by Florian engineers, but its design was quickly adapted by the Canen.

The Cryogenic Shotgun deals 4d6 cold damage with each shot. The target, if successfully hit, must make a fortitude check against cold (DC 16) or be frozen solid.

## Manufacturers

Cryogenic Shotguns are manufactured by:

* Illen Armoury
* Pandae Weapons Corporation
Transfigure Self

Mana/Energy Cost
 Level
 Cast Time
 Range
 Duration
 Resistance

**Transfigure Self** allows the caster to assume the form of a creature of the caster's type. The new form must be within one size category of the caster's size. The maximum HD of the assumed form is equal to the caster's level, with a maximum of 5 HD at level 5. The caster may even turn into a member of their own species, or even themselves.

The caster's attribute scores, base saves, base attack bonus, alignment, level and combat class all remain the same. The caster retains all special abilities, implants and traits they have in their normal form, except those made physically impossible in the new form (i.e. a breath attack in a form with no mouth). If the new form is capable of speech, then the caster may speak in the new form. If not, then the caster may not speak.

The caster acquires all the physical properties of the new form, but not the mental ones. Thus a caster may not communicate with others in a certain form if they cannot already communicate in that way before (i.e. turning into a dog does not grant the ability to talk to dogs).

The caster may not take the form of a creature with a template (i.e. cyborg, mutant, etc.) and the new form must be living (no constructs, etc.).

The caster may freely alter the physical characteristics of a new form (such as hair, eye and skin color, build, etc.) so long as these characteristics are within the normal range of the form (i.e. forms that are hairless may not have hair). The transfiguration gives a +10 to any bluff check when attempting disguise.

Any equipment worn or held either is retained (if the new form is capable of holding/wearing said equipment) or is otherwise melded into the new form and rendered useless for the duration of the change. Once the caster reverts to their original form, all melded equipment is restored to where it was and is rendered functional once again. Any equipment on the new form which cannot be wielded or held by the original form at the time of reversion are dropped at the caster's feet. Any body parts or equipment separated from the whole during the duration also revert back to their original form, but are not reattached.
LS-6 Assault Rifle

Critical Range
 Critical Multiplier
 Damage Dice
 Damage Type
 Range
 Weapon Category
 Wielding

The **Leske Security Corporation 6 Assault Rifle (LS-6)** is an assault rifle. It is manufactured solely by the Leske Security Corporation for distribution among their soldiers.

## Manufacturer

The LS-6 Assault RIfle is manufactured solely by the Leske Security Corporation.
Uykhasha Entertainment

**Uykhasha Entertainment** is a Naxarl Entertainment Firm responsible for the running of Naxarl gladiatoral games. Apart from the management of the games, the firm also trains gladiators, manufactures weapons and armour specifically for the arenas, builds and maintains arenas and is the governing body of Naxarl gladiatoral games.

## Uykhasha Entertainment Weaponry

Uykhasha weapons are always designed for maximum gore - not always with accuracy and damage in mind. As such, Uykhasha weapons tend to favour critical hits (increase range by 1 and all x2 multipliers increase to x3) but at the cost of accuracy (-1 hit roll) and damage (-5% damage, minimum -1).

* Greataxe

* Uykhasha Boomstick
Concentration

The **Concentration** skill is used to concentrate on the task at hand, ignoring outside interference. This includes ignoring damage that would otherwise interrupt the task. Those looking to perform complex abilities while under fire are recommended to take up this skill. It is especially useful for those with psionic or tech abilities.

A concentration check is performed against damage dealt to determine success or failure. If distracted by things other than damage, concentration DC is left to the judgement of the GM.
Jeremy Jordan

**Jeremy Jordan** (nacido el 20 de noviembre de 1984) es un actor estadounidense que interpreta a Winn Schott, uno de los personajes principales de *Supergirl*.

## Créditos

### Temporada 1

* "Pilot" Winn Schott
* "Stronger Together" Winn Schott
* "Fight or Flight" Winn Schott
* "Livewire" Winn Schott
* "How Does She Do It?" Winn Schott
* "Red Faced" Winn Schott
* "Human For a Day" Winn Schott
* "Hostile Takeover" Winn Schott
* "Blood Bonds" Winn Schott
* "Childish Things" Winn Schott
* "Strange Visitor From Another Planet" Winn Schott
* "Bizarro" Winn Schott
* "For the Girl Who Has Everything" Winn Schott
* "Truth, Justice and the American Way" Winn Schott
* "Solitude" Winn Schott

## Enlaces externos

* Jeremy Jordan en IMDb
* Seguir Jeremy Jordan (@jeremymjordan) en Twitter
Armor Check Penalty

**Armor Check Penalty** is an armor statistic which measures how much a piece of armor hampers a characters mobility and flexibility. Armor check penalty also affects skills and is applied to Acrobatics, certain Perform skills, Sleight of Hand and Stealth. It is doubled when applied to the Swim skill.
Specialist

**Specialists** are a combat class. Although not as skilled in combat as other classes, specialists are highly useful as they have a high number of skill points and a number of unique abilities.

## Game Rule Information

### Basic Information

#### Necessary Attributes

Specialists rely on intelligence, which affects their skills.

#### Skills

Specialists receive (16 + intelligence modifier) x 4 skill points at 1st level and 16 + intelligence modifier skill points at every subsequent level.

### Class Features

#### Proficiency

Specialists are proficient in light weapons and may not wear armor.

#### Abilities

Specialists may use a number of unique abilities.

##### Basic Education

Specialists have basic education in a wide array of topics. Once a day, specialists may make a special knowledge check with the specialist's level + intelligence modifier to use like a knowledge skill.

##### Aid

Specialists may aid a number of other people equal to the square root of the specialists's level (rounded down, as the above table) plus their intelligence modifier, giving them a bonus to all checks equal to the specialist's intelligence modifier. A specialists may fight while giving aid, but may not use other abilities or skills while giving aid.

##### Steal Tech Ability

Specialists may steal a tech ability from a target trained in tech abilities and then use it once for double the energy cost, provided the specialist is of the level high enough to use that ability.

##### Weapon Specialization

Specialists may gain specializations in a single type of weapon that they are not currently proficient in.
Dancing Lights

Mana/Energy Cost
 Cast Time
 Range
 Duration
 Saving Throws
 Resistance

Using **Dancing Lights**, the caster creates four spheres of faint psionic light which float around the caster and move as the caster demands (up to 30m away from the caster). The lights must stay within 5m of each other, but otherwise can move anywhere so long as they are within the 30m range of the ability. If the lights move out of the range, they disappear.
Diplomacy

The **Diplomacy** skill is used to negotiate and charm others. Diplomacy can be used in formal negotiations, but can just as easily be used in casual conversations. Anything from distracting a guard and chatting up someone to debating or arguing is covered by diplomacy. Those looking to be silver-tongued negotiators are recommended to take up this skill.

Diplomacy checks are usually rolled against a DC of the GM's choice, unless the situation involves two or more individuals arguing/debating, in which case opposing diplomacy checks are rolled.
Agent

**Agents** are a combat class. Agile, quick and deadly; agents can move with the shadows or blend in with a crowd, being masters of stealth and deception.

## Game Rule Information

### Basic Information

#### Necessary Attributes

Agents rely on agility for ranged weapon accuracy, dodge bonus to armor class and many of their skills. Intelligence is important as tech abilities rely on intelligence. Charisma is also important.

#### Skills

Agents receive (8 + intelligence modifier) x 4 skill points at 1st level and 8 + intelligence modifier skill points at every subsequent level.

### Class Features

#### Proficiency

Agents are proficient with all light weapons and with sniper rifles. Agents may only wear light armor.

#### Abilities

Agents may use a number of tech abilities, as well as a few agent specific abilities.

##### Tech Abilities

An agent may receive the following number of tech abilities, according to ability and character level. Note that the values below are added to the character's intelligence modifier.

##### Sneak Attack

Agents may add a number of d6 dice to their attack and damage roll, based on their level, when attacking an enemy from stealth.
Darkstar Mercenary Corporation

The **Darkstar Mercenary Corporation** (**DMC**) is a mercenary corporation which operates in Galactic Union space. It is primarily composed of Kriktans, although Humans and Canen are heavily represented within their ranks.

The DMC is most famous for their weapons and armour manufaction and their ownership of Lwa, and hence their strict control over the Lwarg trade.

## DMC Weaponry

The Darkstar Mercenary Corporation is famous for their weapon manufaction, particularly of the Graviton Rifle. Any weapon manufactured by the DMC tends to favour damage over accuracy, thus increasing the damage roll by 5% of the total possible damage (minimum 1 dmg) and reducing the hit roll by 1.

* Plasma Rifle
* Plasma Sniper Rifle
Uxen

The **Uxen** are a race of sapient crustacean-like creatures from Kuttu. Uxen resemble Earth crabs. Uxen are incredibly aggressive and have rebelled against their patron race, the Kriktans, many times, without success. They are represnted by the Kuttu Hegemony.

## Physiology

Uxen have evolved to live comfortably both in water and on land. Uxen stand at a height of about two to five feet. They are typically a dark grey colour, although their chitinous shells can vary from dark green to a dark violet. Uxen have two pairs of legs and two pairs of arms. Their arms are tipped with three, long pincer-like structures. Uxen have eight crystalline eyes and several other feelers.

Uxen mature at about 130 years, and can live for centuries, generally having lifespans of 1200 years.

## History

The Uxen achieved spaceflight in 78 AD, invented the V-Reactor in 103 AD and the FTL drive in 112 AD. They made first contact with the Kriktans in 203 and were quickly subsumed into the Kriktan Empire in 205, after the Uxen Conquest.

## Society and Culture

Uxen are a highly aggressive species and this is reflected in their society. Uxen typically rally around a warlord who has proved their strength. A warlord will typically command anywhere from 50 to 1000 Uxen.

Since their war with the Kriktans, Uxen tend to rally around a Kriktan warlord, rather than an Uxen one.
Activate Drone I

Mana/Energy Cost
 Cast Time
 Range
 Duration
 Saving Throws
 Resistance

**Activate Drone I** assembles and unleashes a robotic drone. Its assembly is finished after one round of concentrated casting, after which it acts immediately, on the caster's turn. It attacks targeted opponents to the best of its ability. It can be ordered to perform actions other than attacking, but these actions require an Electronics check (DC at GM's discretion). A created drone cannot be used to assemble more drones.

The ability creates one of the drones on the list below, chosen by the caster.

* Mech Badger
* Mech Centipede (Medium)
* Mech Dog
* Mech Fire Bug
* Mech Hawk
* Mech Monkey
* Mech Octopus (only aquatic)
* Mech Owl
* Mech Porpoise (only aquatic)
* Mech Rat
* Mech Raven
* Mech Scorpion (Small)
* Mech Snake (Small, Viper)
* Mech Spider (Small)

For the above list, use the stats for that animal, but apply the synthetic type to it. Each time this ability is used, the caster can select a new drone.

When the ability's duration ends, the drone runs out of battery and it's individual parts return to the caster to be used again in another drone.
Override Electronics

Mana/Energy Cost
 Cast Time
 Range
 Duration
 Saving Throws
 Resistance

**Override Electronics** boosts the electronics skill of the caster by 2 for 1 minute, but only for tasks which involve hacking (i.e. overriding a locked door or hacking into a computer, etc.) and not other uses of electronics (i.e. repairing the hard drive of a robot, rewiring a switch, etc.).
DW-133 Heavy Gauss Pistol

Critical Range
 Critical Multiplier
 Damage Dice
 Damage Type
 Weapon Category

The **DW-113 Heavy Gauss Pistol**, downsizes the traditional electromagnetic rifle to provide an effective close quarters weapon which packs the punch of a long range sniper rifle. The weapon itself fires massive .50 caliber rounds at speeds nearing that of light which completely pulverizes any competition - literally. It also makes this weapon very, very loud. This however is offset by the lengthy recharge time required to charge the electromagnetic capacitors. Dicks and Williams Fabrications however have provided a method to adjust the charge output per shot, allowing the user to effectively fire two slower shots, which will no doubt be just as effective at close range. The weapon even doubles as a concussive weapon if turned down to less than 10% of maximum charge, and fired at the front or back of the head at close range.

## Manufacturer

The DW-113 Heavy Gauss Pistol is manufactured solely by Dicks and Williams Fabrications.
Weapons

In the Space Truckers game there are many different types of **weapon**, which are all used to inflict damage upon an enemy.

## Weapons Categories

All weapons fall under a number of categories.

### Ranged and Melee

All weapons are either ranged or melee weapons. Melee weapons are used for close combat and ranged weapons are used at range. Some weapons, such as a gun with a blade attachment, count as both.

### Standard and Exotic

Standard weapons are commonly used and require no special training other than a proficiency. Exotic weapons are not commonly used and require special training, on top of a proficiency, in order to use them.

### Light, Medium and Heavy

All weapons are either light, medium or heavy weapons. Those proficient in light weapons may use all standard light weapons. Likewise, those proficient in medium or heavy weapons may use all standard medium or heavy weapons respectively.

### Off-hand, One-handed and Two-handed weapons

All weapons require a number of hands to work. One-handed (1h) weapons require only one hand, whereas two-handed (2h) weapons require two. Off-hand weapons are specifically designed for use in the "off-hand" or weak hand and do not suffer penalties when wielded in this fashion.

### Weapon Size

Weapon sizes are matched to the size of the intended user. This does not refer to the object size. For instance, a medium pistol is actually a tiny object, but is intended for a medium character. For every size category the weapon is away from the size of the user, a -2 penalty is inflicted.

### Manufacturer

All weapons have been manufactured. For each weapon, the manufacturer creates a slight difference. Some manufacturers may create weapons with greater damage, at the cost of accuracy, for example.

Some weapons have no manufacturer, but are instead improvised. These weapons take their stats from the closest real weapon (a shard of glass will take the stats of a dagger, etc.). All improvised weapons incur a -4 non-proficiency penalty.

## Weapon Stats

#### Ammo Type

Some weapons use ammunition. Under this section, the type of ammunition is listed.

#### Ammo Capacity

If the weapon uses ammo, the capacity of the weapon and the capacity of each clip is listed here.

#### Attack Bonus

The bonus to attack for each weapon is determined by the Base Attack Bonus and Attribute modifier (strength for melee and agility for ranged), as well as any miscellaneous modifiers.

#### Critical Multiplier

Each weapon has a critical multiplier. This number determines the value which the damage, as well as the damage bonus, is multiplied when a critical hit is achieved.

#### Critical Range

Each weapon has a critical range. This range denotes the natural dice roll required to achieve a critical hit with the weapon.

#### Damage Dice

Each individual weapon deals a set number of dice in damage.

#### Damage Type

Each individual weapon deals a certain type of damage. While this is usually physical damage, weapon mods may alter this.

#### Reload

If the weapon requires reloading, this section is used to denote the time taken to reload.

## See also

List of Manufacturers

Types of Weapons
Naxarl

**Naxarls** are sapient apex predators from Mrhak. They are represented by the Democratic Naxarl League. One of the more aggressive species in the Galactic Union, Naxarls are often found in mercenary bands or other military organisations, due in no small part to their incredible strength and constitution.

## Physiology

Naxarls stand, on average, about 2-3 feet taller than humans; females generally standing a foot taller than males. Naxarls have three digits on each limb and each digit has a sharp talon. Naxarls have knobs on their heads. These knobs are significantly larger in females than in males. All Naxarls have sharp teeth which continually grow back, much like a shark's. A Naxarl's saliva is poisonous and is known to cause internal bleeding in many species.

All Naxarls have a hard, scaly back. In females, this back armor is significantly larger and doubles as a womb. Females give live birth through an orifice at the bottom of this armor plating.

Females are significantly stronger than males. Naxarls mature at about 14 and have an average lifespan of 80 years.

## History

A group of Naxarls under Warlord Gron achieved spaceflight in 484 BC. Years later a scientist team known as the Quantum War Team invented the V-Reactor in 397 BC and the FTL drive in 392 BC. In 68 AD, the Naxarls made first contact with the Kriktans, who annexed many Naxarl worlds. This sparked a bitter war between the two species which lasted until 87 AD, when the Florians, who disagreed with the Kriktans' annexation policy, sided with the Naxarls and forced the Kriktans into a truce in 91 AD which created the Galactic Union.

Naxarls have since had a seat as a member race in the union.

## Society and Culture

Naxarls are, by virtue of their position as apex predators, extremely aggressive. The Naxarl prefer warfare to diplomacy, but diplomacy is considered if the odds of battle are not in the Naxarls' favour. Naxarls are individualistic and work poorly with others.

Naxarl government is democratic in name, but the term, as Naxarls use it, refers to the use of brute force to cease power, at which point the new authority's strength is respected and they are 'the choice of the people'. While this may seem barbaric to other races, Naxarls are quite content with this form of government, preferring it to others which lack bloodshed and shows of strength.

## Game Rule Information

### Racial Traits

+2 Strength, +2 Constitution, -2 Charisma

+4 Intimidate

Poisonous Bite

Talon Attack

+2 Natural AC
Discern North

Mana/Energy Cost
 Cast Time
 Range
 Duration
 Saving Throws
 Resistance

Using **Discern North**, the caster instantly knows the direction of north from their current position, discerned from magnetic field lines. The ability does not work in space, on a planet without a magnetic field or in an area of significant magnetic interference. The caster's knowledge of north is updated only once, and the ability does not prevent the caster from losing track of where north is unless an external reference point is established or some other means of keeping track of north is established.
Galactic Union

The **Galactic Union** is a democratic, political confederation which comprises of many different governments, each representing their species. The Galactic Union, while not having any power over the independent governments within it, does maintain its own military and economy. Space controlled solely by the Union is considered neutral ground.

The Galactic Union is based on Leske in the Scelendra System. It is led by the Florians.

## Structure

The Galactic Union is divided into three tiers:

#### **Member Status**

Union members are full, independent members of the Galactic Union. Union members are entitled to a delegation in the Union Council. Members must enforce Union laws within their space and must contribute militarily (at all times) and economically (when in times of crisis) to the Union.Only members may make proposals in the Union Council.

Current member species, and their representative governments are:

* Florians, represented by the Florian Systems Alliance. As leaders of the Union, the responsibility of Florians is greatest.
* Canen, represented by the Osun Papacy
* Kriktans, represented by the Kriktan Empire
* Naxarls, represented by the Democratic Naxarl League
* Xenozorgs, represented by the Quorguan Empire

#### **Client Status**

Client species are Union species who, when within the council sphere, are dependent on a full member. Client species may send a delegation to the Union Council, but only under the umbrella of a member's delegation. Client species must enforce Union laws within their space. They cannot make proposals and require a member species to make proposals on their behalf.

Current client species, and their representative governments are:

* Bandus, represented by the Unu Elder Council, whose patron is the Florian Systems Alliance
* Uxen, represented by the Kuttu Hegemony, whose patron is the Kriktan Empire.

#### **Associate Status**

Associate species are species who are considered at peace with the Union. Associate species are entitled to an embassy, but not a delegation in the Union Council. Associate species must enforce Union laws within their space, but are not expected to participate in Union Council talks.

Current associate species, and their representative governments are:

* Humans, represented by the Earth Federation
* Ikk'tari, represented the Sha'aker Council, whose patron is the Earth Federation.
Nave kryptoniana

Una **nave kryptoniana** es un tipo de nave proveniente del planeta Krypton que la Casa de El utilizó para enviar a Kal-El y Kara Zor-El a la Tierra.

## Historia

Poco antes de que Krypton fuera destruido, los padres de Kara, Zor-El y Alura Zor-El, y los de Kal, Jor-El y Lara Van-El, pusieron a sus hijos en naves para que pudierar vivir una nueva vida.

La nave de Kara salió después de la de su primo, cuya trayectoria seguiría a la de Kal. Desafortunadamente, una onda expansiva desvió la nave de Kara y la envió a la Zona Fantasma, donde deambuló por años. En algún momento, la nave de Kara pasó cerca del Fuerte Rozz, una prisión que comenzó a seguir la nave que eventualmente salió de la Zona Fantasma.

Mientras tanto, la nave de Kal llegó a la Tierra y Kal creció hasta convertirse en un héroe.

Años después de que Kal llegara a la Tierra, la nave de Kara se estrelló contra la superficie del planeta. Kal-El fue el primero en llegar a la escena, y al abrir la nave encontró a su prima de trece años dentro.

Poco tiempo después, la nave fue adquirida por el Departamento de Operaciones Extra-Normales, que la guardó en su base.
Driving

The **Driving** skill is used to drive land or aquatic vehicles. A more skilled driver can pull difficult maneuvers with familiar vehicles, and may even be able to drive unfamiliar vehicles, albeit at a penalty. Those looking to drive vehicles are recommended to take up this skill.

A driving check is rolled against a DC, determined from the complexity of the vehicle, difficulty of terrain and familiarity of the driver with the vehicle.
Attribute

Every character and every creature in the Space Truckers universe is assigned **attributes**. These attributes (Strength, Agility, Constitution, Intelligence, Wisdom and Charisma) affect just about every dice roll in the game. The higher the attribute, the greater the modifier associated with this attribute. Character attributes are often changed by racial traits.

## Attribute Rules

### General Rules

A character generally assigns attribute values by rolling 4 D6 dice and adding up the top three values. This is repeated six times and then the values are distributed amongst attributes. The values are then modified based on racial traits, etc.

Attribute scores may be changed, either permanently or temporarily, during the course of the game by the following things:

* Every character gains 1 point to spend in attributes as s/he levels up to the 4th, 12th, 16th, 20th, etc. levels.
* Some psionic and tech abilities can reduce or improve attribute scores
* Several items increase attributes, such as stimulants
* Some poisons and diseases can affect attribute scores
* As a character ages, some attribute scores are improved while others are reduced

### Attribute Modifiers

The effect an attribute has on various game mechanics is quantified by the attribute modifier. The modifier of an attribute is determined by applying one of the following formulae to the attribute value:

* If the attribute value is even, modifier = *0.5\*(n-10)*, where *n* is the attribute value
* If the attribute value is odd, modifier = *0.5\*(n-11)*, where *n* is the attribute value

Thus the relationship between values and modifiers is represented in the following table.
Saving Throws

Generally, when a character is subject to an unusual or psionic effect, the character gets a **saving throw** to avoid or reduce the effect. Like an attack roll, a saving throw is a d20 roll plus a bonus based on the character's class, level, and an attribute score. A character's saving throw modifier is:

*Base Save Bonus + Relevant Attribute Modifier + Miscellaneous Modifier*

The Base Save Bonus is a saving throw modifier derived from character class and level. Base save bonuses increase at different rates for different character classes.

The DC for a save is determined by the attack itself. A natural 1 (d20 lands with 1 face up) is always a failure when rolling a saving throw and a natural 20 (d20 lands with 20 face up) is always a success.

## Saving Throws

### Fortitude

These saves measure a character's ability to stand up to physical punishment or attacks against their vitality and health. The relevant attribute is Constitution.

### Reflex

These saves test a character's ability to dodge area attacks. The relevant attribute is Agility.

### Will

These saves reflect a character's resistance to mental influence as well as many psionic effects. The relevant attribute is Wisdom.
Lois Lane

**Lois Lane** es una empleada del Daily Planet.

## Biografía

Cat Grant mencionó que Lois estaba haciendo furiosos esfuerzos por conseguir una exclusiva con Supergirl junto con su compañero de trabajo, Clark Kent.

## Apariciones

### Temporada 1

* "Stronger Together" (mencionada)
* "How Does She Do It?" (mencionada)
* "Hostile Takeover" (mencionada)
* "Childish Things" (mencionda)

## Curiosidades

* Lois Lane apareció por primera vez en *Action Comics* #1 (Junio de 1938) y fue creada por Jerry Siegel y Joe Shuster. Es una reportera de investigación del Daily Planet y el principal interés amoroso de Superman.