recursal/Fanatic-Fandom huggingface dataset:
Shadowrun Troll

**Name**: Troll (Homo sapiens ingentis)
**Attribute Dice**: 12D
**Dexterity**: 1D / 3D+2
**Knowledge**: 1D/ 3D+2
**Mechanical**: 1D / 3D+2
**Perception**: 1D / 3D+1
**Strength**: 1D+2 / 6D+2
**Technical**: 1D / 3D+1

**Move**: 8 / 10
**Size**: 2.0 - 3.0 m
**Weight**: 275 - 350 kg
**Life Span**: 45 - 55 years

**Special Abilities**:

* Infrared Vision
* Long Reach: +2 pips to all Brawling, Brawling Parry, Lightsabers, Melee Combat, and Melee Parry rolls.
* Dermal Armor: +2 pips physical and energy damage resistance

**Description**: The largest and most exotic of the metatypes, trolls stand two and a half meters tall and can weigh upwards of 350 kilograms, though weights closer to 300 kilograms are more common. Most trolls have arms that are far longer in proportion to those of the other metahuman races, and their skin is often ridged and lumpy due to natural dermal bone deposits, resulting in a natural armor effect. Like dwarfs, trolls have natural thermographic vision, granting them enhanced sight, especially in low light conditions. A troll’s ears are pointed, and they have two extra teeth—for a total of 32—including prominent lower canines. Trolls also have a pair of horns that grow in all manner of ways—straight, curled, twisted, etc.

Though stereotyped as stupid or frightening, trolls are no less intelligent or well-mannered than other metatypes, though they do suffer from disproportionally high illiteracy and poverty rates. Perhaps because they still face a certain amount of prejudice in society—not to mention the daily size difficulties of living in a society primarily oriented towards smaller people—trolls often band together socially and culturally. Like orks, many trolls have been driven to the fringes of society by fear and intolerance, leading to extensive populations of SINless squatter trolls. Some trolls prefer the outcast lifestyle, preferring to live simple isolated lifestyles in wilderness or remote urban settings. On the flipside, many trolls have found gainfully employment for the very traits that make them marginalized: size, strength, and intimidation. Trolls often work as manual laborers and are in high demand as bouncers, bodyguards, and other security positions.

**Source**:

* Shadowrun 5th ed. Core Rulebook (page 66)
* thedemonapostle
Stargate M82A1

**Name**: M82A1
**Model**: Barrett M82A1
**Type**: Firearm
**Scale**: Character
**Skill**: Firearms: Rifle
**Weight**: 12.7 kg
**Ammo**: 10 (magazine)
**Fire Rate**: Semiautomatic
**Range**: 1-114/572/1,143 m
**Damage**: 6D+1

**Description**: The Barrett M82 is a semi-automatic anti-material rifle manufactured by the Tau'ri.

It is exclusively used by SG-3 and is only seen once (SG-1: Fallen)

**Source**:

* Stargate Wiki: Barrett M82
* Stargate SG-1 RPG Sourcebook (page 335)
* thedemonapostle
Star Trek Kuttar

**Name**: Kuttar
**Model**: Various Manufacture Kuttar
**Type**: bayonet
**Scale**: character
**Length**: 22 cm
**Weight**: 0.24 kg
**Skill**: Melee Combat: Bayonet
**Difficulty**: 8
**Damage**: STR+1D+2

**Description**: Kuttars were bayonet-like blade weapons that could be affixed to the end of energy rifles for hand-to-hand combat.

The Albino's troops on Secarus IV used kuttars to battle Kang, Kor, Koloth, and Jadzia Dax in 2370 after their energy weapons were rendered non-functional by a tetryon particle field. (DS9: "Blood Oath")

**Source**:

* Memory Alpha: Kuttar
* Dominion War Source Book (page 85)
* thedemonapostle
Stargate Ballistic Vest

**Name**: Ballistic Vest
**Model**: Various Manufacture Ballistic Vest
**Type**: Personal Armor
**Scale**: Character
**Weight**: 3.63 kg
**Coverage**: Torso only

**Game Notes**:

* **Physical Protection**: STR+1D+1
* **Energy Protection**: STR+0D+2
* **Dexterity and related skills Penalty**: none

**Description**: This "street-level" armored vest is worn by most human law enforcement personnel.

**Source**:

* Stargate SG-1 RPG Sourcebook (page 322)
* thedemonapostle
Stargate CAR-15

**Name**: CAR-15
**Model**: Colt Automatic Rifle-15 Military Weapons System
**Type**: Firearm
**Scale**: Character
**Skill**: Firearms: Rifle
**Weight**: 3.17 kg
**Ammo**: 30 (magazine)
**Fire Rate**: Semiautomatic & Fully Automatic
**Range**: 1-38/191/381 m
**Damage**: 4D

**Description**: The Colt Automatic Rifle-15 Military Weapons System or CAR-15 was a family of the AR-15 and M16 rifle–based firearms marketed by Colt in the late 1960s and early 1970s. Due to their compact size, the short-barreled Colt Commando and XM177 versions of this family continued to be issued to the U.S. military after the Vietnam War.

The CAR-15 name was an attempt to re-associate the AR-15 name with Colt, since the AR initially stood for ArmaLite Rifle, the original manufacturer of the Armalite AR-15. Colt later abandoned the CAR-15 concept, but continued to make variations, using the M16 brand for military-oriented models and the Colt AR-15 brand for law enforcement and civilian models. However, in present usage, CAR-15 is used as a generic name for carbine-length M16 and AR-15 variants from before the M4.

Specifically, "Colt Commando" currently refers to the ultrashort 10.5 barrel of the model 609 and 11.5-inch (290 mm) barrel assault rifle of the Model 733 series. By comparison, the M4 Carbine has a 14.5-inch (370 mm) barrel, while the M16 assault rifle series has a 20-inch (510 mm) barrel.

**Source**:

* Stargate SG-1 RPG Sourcebook (page 333)
* thedemonapostle
Star Trek Xindi Aquatics

**Name**: Xindi Aquatics
**Dice**: 12D
**Dexterity**: 1D / 4D
**Knowledge**: 1D / 4D
**Mechanical**: 1D / 4D
**Perception**: 1D / 4D
**Strength**: 1D+2 / 4D+1
**Technical**: 1D+1 / 4D

**Move**: 14 / 18 swimming; 4 / 5 crawling
**Size**: 3 - 4 meters long

**Special Abilities**:

* **Excellent Hearing**: Xindi Aquatics have excellent hearing and gain a +1D to all Search rolls involving sound.
* **Poor Eye Sight**: Xindi Aquatics have poor vision and suffer a -1D to all Search rolls involving sight while out of water.
* **Breath Water**: Xindi Aquatics can breath while under water. While a Xindi Aquatic can survive out of water just fine, they are most comfortable in water. While out of water a Xindi Aquatic's Dexterity is halved.

**Description**: The Xindi-Aquatics were a non-humanoid aquatic civilization of Xindi that evolved on the planet Xindus, in the Delphic Expanse. (ENT episode: "The Shipment")

**Physiology and Culture**

The Xindi-Aquatics had evolved to living underwater. Their underwater vision was far more advanced compared to humanoids. They had three fingers in each forelimb, ending in short fingernail-like claws. Like all the Xindi species, they had that distinctive ridge on their cheek bones. Aquatic females were larger than males, and had a rougher skin and a more humanoid-looking face than the Aquatic males.

The Aquatics were known to be very enigmatic. Their species was also known to take decisions very seriously, over-analyzing every situation they faced. In one occasion the Aquatics took six days only to decide to attend a meeting with the Council. (ENT episode: "Countdown")

**Language**

Aquatic language was the most difficult and complex of all the Xindi. Because of their underwater lives, they didn't use their mouths to communicate. Instead of it they used some kind of sonar. However, they could easily learn several humanoid languages in order to communicate with them, a considerably easy task compared to their advanced communication system. (ENT episodes: "Countdown", "The Council")

**History**

In 2385, Xindi-Aquatics established the Ibix sushi bar on Deep Space 9. (DS9 eBook: Rules of Accusation)

**Source**:

* Memory Alpha: Xindi-Aquatic
* Memory Beta: Xindi-Aquatic
* Star Trek RPG Enterprise Season II - III Sourcebook (LUG) (pages 18-19)
* thedemonapostle
Terran Confederation "Gilgamesh" Destroyer

**Name**: Gilgamesh
**Craft**: Terran Confederation Gilgamesh Class
**Type**: Destroyer
**Scale**: capital
**Length**: 312.1 meters
**Skill**: capital ship pilot
**Crew**: 472; skeleton: 47/+10
**Passengers**: 20 passengers & 42 hospital patients
**Cargo Capacity**: 1,600 metric tons
**Consumables**: 14 months
**Jump Drive**: x1
**Nav Computer**: yes
**Maneuverability**: D
**Space**: 5
**Atmosphere**: 295; 850 km/h
**Hull**: 2D+2
**Shields**: 12D+1
**Sensors**

* Passive: 20 / 0D+1
* Scan: 40 / 1D
* Search: 60 / 1D+1
* Focus: 2 / 2D

**Weapons**

* **1 Triple Anti-Matter Gun**

Fire Arc: 1 triple turret
Crew: 2
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D+2
Space Range: 1-8/20/40
Atmosphere Range: 2-16/40/80km
Damage: 7D+2 Ignores Shields
* **2 Dual Anti-Matter Guns**

Fire Arc: 2 dual turrets
Crew: 2
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D+2
Space Range: 1-8/20/40
Atmosphere Range: 2-16/40/80km
Damage: 7D Ignores Shields
* **2 Dual Flak Cannons**

Fire Arc: 2 dual turrets
Crew: 1
Scale: speeder
Skill: starship gunnery
Fire Control: 3D+2
Space Range: 1-3/8/15
Atmosphere Range: 10-300/800/1,500
Damage: 2D+1
* **2 Flak Cannons**

Fire Arc: 1 port, 1 starboard
Crew: 1
Scale: character
Skill: starship gunnery
Fire Control: 3D+2
Space Range: 1-3/8/15
Atmosphere Range: 10-300/800/1,500
Damage: 1D+1
* **6 Heavy Torpedo Tubes**

Fire Arc: 4 forward, 2 aft
Crew: 2
Scale: Capital
Skill: capital ship gunnery
Fire Control: 3D
Space Range: 1-4/10/20
Atmosphere Range: 2-8/20/40km
Ammo: 5 MK IV Torpedoes per tube
Damage: 8D
* **Electronic Counter Measure Module**

Fire Arc: all
Crew: 1
Skill: sensors
Space Range: 1-5/13/25
Atmosphere Range: 10-500/1,300/2,500m
Effects: Enemy Sensors and Fire Control -1 pip
**Gear**:

* External Docking Port: 2
* Phase Shields: While active the ship becomes immune to all forms of damage provided it is not hit by anything that can bypass its shields (such as Anti-Matter Guns or torpedoes).
* Escape Pod: 12

**Description**: The Gilgamesh-class destroyer was a line of destroyers that served the Terran Confederation during the Terran-Kilrathi War.

The Gilgamesh was a venerable class of warships that saw much action throughout the majority of the Terran-Kilrathi War. It was built with the same purpose as most other destroyers; as fast, heavily-armored warships suited for fleet carrier escort and offensive operations against Kilrathi warships. Gilgamesh destroyers were designed to operate effectively on their own on the battlefield, and have proven their effectiveness against the Kilrathi invaders.

The Gilgamesh is similar in role to the Exeter-Class Destroyer. The Gilgamesh saw much action during the Enigma Sector Campaign, which saw the loss of several such warships against the Kilrathi. Among the Gilgamesh-Class destroyers lost in battle was the TCS William Tell, escorting the TCS Concordia.

**Source**:

* Wing Commander Encyclopedia: Gilgamesh-class destroyer
* Wing Commander Information Center: Gilgamesh-class destroyer
* The Wing Commander Role Playing Game (page 395)
* thedemonapostle
Shadowrun Races

**Metahumanity**

Humans are no longer alone—they are just one of the five major subspecies of Homo sapiens. Known collectively as metahumanity, each of the five metatypes—dwarf, elf, human, ork, and troll—are more or less evenly distributed ethnically, though populations tend to congregate geographically across the globe for various reasons. Though humans retain the majority, each of the others comprises a significant percentage of the worldwide population.

The first metatypes to appear were dwarfs and elves born during the first wave of UGE (Unexpected Genetic Expression) in 2011. Orks and trolls appeared ten years later, during the period of “Goblinization,” when many humans suddenly transformed. Now a half century past the Awakening, goblinization is exceedingly rare, occurring only to humans, usually during puberty.

In 2072, most metahumans are born to parents of the same metatype. In the case of mixed parents, the child has a roughly even chance of being born as the metatype of either the father or the mother. There are no “half-breeds” in the Sixth World—no elf-orks or dwarf-trolls, no matter how amusing the concept may be.

Many first and second generation orks and trolls—especially those who goblinized—died young, indicating the relatively low lifespan of these metatypes. The early dwarfs and elves are still around, however, many of them showing little sign of aging. Lifespans for all metatypes are on the rise, which scientists partially ascribe to gene therapy and leonization (anti-aging treatments) and partially to improvements in social acceptance—leading to better medical treatment, living situations, and other quality of life measures. Few countries, however, factor the SINless into their average lifespan statistics—after all, how could they?—and thus official figures may be especially misleading, as orks and trolls are statistically more likely to be SINless than the other metatypes.

Dwarf

Elf

Human

Ork

Troll
Star Control Starship Weapons

## **Point-Defense Laser**

A Point-Defense Laser is a module available for The Flagship. It is weak and has very short range, but targets automatically and fires quickly. Adding multiple Point-Defence Laser modules improves its performance. However, any more than eight will do no good.

## **Ion-Bolt Gun**

The Ion-Bolt Gun is the default weapon module immediately available to The Captain at the Earth starbase.

## **Fusion Blaster**

The Fusion Blaster is a weapons module for The Flagship, the technology which must first be purchased from the Melnorme traders.

## **Hellbore Cannon**

When it comes to the most powerful single-shot weapons, the first thought of many starfarers is the Ur-Quan Dreadnought's Plasma fusion cannon. However, the Hellbore Cannon does just as much damage. It is unclear whether the Melnorme developed this weapon or if it is of Precursor origin. Either way, it is the most powerful weapon module available for The Captain's Precursor Flagship — it does fifty percent more damage than the Fusion Blaster module.

## **Source**

* Ultronomicon: Point-Defense Laser
* Ultronomicon: Ion-Bolt Gun
* Ultronomicon: Fusion Blaster
* Ultronomicon: Hellbore Cannon
* thedemonapostle
Stargate Dragunov SVU

**Name**: Dragunov SVU
**Model**: KBP Instrument Design Bureau Dragunov SVU
**Type**: Firearm
**Scale**: Character
**Skill**: Firearms: Rifle
**Weight**: 4.53 kg
**Ammo**: 10 (magazine)
**Fire Rate**: semiautomatic
**Range**: 1-61/30/610 m
**Damage**: 5D+1

**Description**: The OTs-03 SVU (Russian: Снайперская винтовка укороченная, Snayperskaya Vintovka Ukorochennaya, Sniper Rifle Shortened) is a bullpup configuration of the SVD sniper rifle. The SVU was developed to meet the needs of the security forces of the Russian Ministry of Internal Affairs, such as OMON. The SVU was first seen in use in the First Chechen War. Originally, the plan was to just slightly modernize the aging SVD, but the designers eventually realised that the configuration of the weapon would have to be completely altered, leading to the creation of the SVU.

A special muzzle brake was added that could absorb up to 40% of the recoil energy and an elastic butt stock with lamellar spring was non-rigidly attached to the receiver. The acoustics of the rifle were also improved by adding a sound suppressor. The other main improvements made to the SVU over the SVD include replacement of the butt stock, pistol grip, trigger and the mounting for the sight; and shortening the barrel by 100 mm achieved perfect balance for the weapon.

Around 1991, the Russians developed a slight variant of the OTs-03, the OTs-03A (SVU-A). Whereas the SVU is semi-automatic, the SVU-A (the A stands for automatic) is a fully automatic rifle. In this rifle, the center of gravity was moved forward by the addition of a forward extended bipod mounted on the receiver. Developing 20 and 30 round magazines increased the capacity of the magazine so that it could be used effectively in full automatic mode; and better optics were incorporated into the SVU-A to replace the previous units, which had been left almost untouched since the SVD.

Though it has folding iron sights, the SVU is almost always used with the PSO-1 scope with illuminated reticle, but other Russian scopes can also be mounted. The PSO-1 reticle is almost unique in the world of sniper scopes, in that its rangefinders are in the lower left, chevrons for bullet drop compensation are found in the middle, and stadia marks for windage to the left and right of the center reticule. The reticle is also illuminated by radioactive tritium instead of a small battery-powered lamp. The SVU also comes with an adjustable bipod. It has an integral flash hider and muzzle brake. A bayonet may be fitted under the forestock.

**Source**:

* Stargate SG-1 RPG Sourcebook (page 335)
* thedemonapostle
Starship Troopers: Corvette Transport

**Name**: Corevette Transport
**Craft**: Terran Federation Space Navy Corevette Transport
**Type**: Transport
**Scale**: Capital
**Length**: 550 meters
**Skill**: Capital Ship Piloting
**Crew**: 218; Gunners: 24; Skeleton: 22/+10
**Passengers**: 1,500 troops
**Cargo Capacity**: 11,000 metric tons
**Consumables**: 1 year
**Hyperdrive**: x3.4
**Hyperdrive Backup**: x34
**Nav Computer**: yes
**Maneuverability**: 2D
**Space**: 4
**Hull**: 5D
**Sensors**

* Passive: 30 / 1D
* Scan: 60 / 1D+2
* Search: 90 / 2D+1
* Focus: 3 / 3D

**Weapons**

* **2 Double Type X Energy Cannons**

Fire Arc: 1 port turret, 1 starboard turret
Crew: 2
Scale: Capital
Skill: capital ship gunnery
Fire Control: 2D
Space Range: 1-15/35/75
Damage: 6D+2
* **2 Type X Energy Cannons**

Fire Arc: forward
Crew: 2
Scale: Capital
Skill: capital ship gunnery
Fire Control: 2D
Space Range: 1-15/35/75
Damage: 5D+2
* **2 Type IX Energy Cannons**

Fire Arc: 2 partial forward turrets
Crew: 2
Scale: Capital
Skill: capital ship gunnery
Fire Control: 2D
Space Range: 1-15/35/75
Damage: 5D+1
* **1 Triple Type IX Energy Cannon**

Fire Arc: dorsal/aft partial turret
Crew: 2
Scale: Capital
Skill: capital ship gunnery
Fire Control: 2D
Space Range: 1-15/35/75
Damage: 6D
* **5 Type VIII Energy Cannons**

Fire Arc: 5 partial turrets
Crew: 2
Scale: Capital
Skill: capital ship gunnery
Fire Control: 2D
Space Range: 1-15/35/75
Damage: 4D+2
**Complement**:

* Viking Landing Boats: 18
* Skyhook Retrieval Boats: 9
* Slingshot Drop Ships: 9
* F-76 Thunderbolt TAC Fighters: 36

**Description**: The most common starship class in the Federation, corvette transports are kept in reserve and used whenever units of the Mobile Infantry are needed en masse. While troop transports are capable of performing most Fleet tasks including planetary embargo and cargo hauling, the cost of a corvette transport during its active cycle makes it more efficient to use more dedicated craft. Notable corvette transports include the Terran Federation Corvette Transport (TFCT) Rodger Young, the TFCT George Patton and the TFCT Alexander.

**Source**:

* Starship Troopers Wiki: Corvette Transport
* Starship Troopers RPG Sourcebook (page 193)
* thedemonapostle
Star Trek Klingon Disruptor Rifle

**Name**: Disruptor Rifle
**Model**: Klingon Disruptor Rifle
**Type**: energy weapon
**Scale**: character
**Length**: 20 cm
**Weight**: 1.2 kg
**Skill**: Blaster: Disruptor Rifle
**Ammo**: 1,500
**Range**: 5-50/100/200m
**Damage**: Varies based on setting

**Firing Modes**

* **Standard** mode is the one typically used. It does the weapon's basic damage.

* **Pulse** mode involves increasing the damage the weapon does by firing a series of rapid pulses of energy. You can simulate this by increasing the weapon's damage with extra power, or as a form of single-weapon multifire. Pulse phasers cannot use this rule; they are already optimized for this type of fire only (which is why they do much more damage than normal phasers of the same type).

* **Continuous** fire mode involves maintaining a beam for longer than normal, making it easier to hit the target. This provides +1D to roll when making an attack Test to hit the target. Pulse phasers cannot fire in continuous mode.

* **Wide Beam** mode allows a beam to affect a much broader area. Instead of a narrow beam, the beam widens by 10 meters for every 1D of damage sacrificed. In combat, for every 1D (1D = 3 pips) of damage sacrificed to widen the beam, the user receives a +1D bonus to hit the target. Out of combat, a sufficiently wide beam on low power settings has many uses as a tool.

 Pulse Beam
 Continuous Beam
 Wide-Beam

**Description**: The Klingon disruptor was the standard hand-held disruptor weapon used by Klingons. Variations of the weapon were in use in at least three different centuries.

In the Broken Bow Incident of 2151, the Klingon courier Klaang used his disruptor in Broken Bow, Oklahoma, on Earth. In that case, Klaang's disruptor was utilized to destroy a corn silo housing two Suliban agents. (ENT: "Broken Bow")

In 2364, two Klingon renegades imprisoned aboard the USS Enterprise-D assembled a two-pronged, boxy disruptor from elements hidden in their clothing and used it to disable the force field and security personnel. (TNG: "Heart of Glory")

In 2365 and 2366, Klingon officers such as Kargan, Klag, K'Ehleyr, and Kurn carried a distinct variation of disruptor featuring a brown handle, a long black barrel, and an extended silver muzzle. (TNG: "A Matter Of Honor", "The Emissary", "Sins of the Father")

A dying Klingon first officer was armed with a Klingon disruptor when he materialized on Deep Space 9's transporter pad in 2369. (DS9: "Dramatis Personae")

In 2259 of the alternate reality, Klingon disruptors were used in a battle between a Klingon patrol, an away party from the USS Enterprise and Khan Noonien Singh, a conflict which took place in the Ketha Province on Qo'noS. This style of Klingon disruptor could not only be used to fire at a target, but was also equipped with a double-blade on the front of the barrel and a spiked bottom edge of the handle. (Star Trek Into Darkness)

**Source**:

* Memory Alpha: Romulan disruptor
* Star Trek TNG RPG Core Book (page 237)
* Star Trek DS9 Core Game Book (pages 237-238)
* thedemonapostle
John Reid

John Reid is a Music Manager who was in charge of British rock band Queen and Elton John .

## Rocketman

Elton John develops a romantic, sexual, and professional relationship with John Reid in Rocketman . However, Reid is shown being mentally and physically abusive behaviour to Elton, prompting him to leave Reid and check himself into a rehabilitation centre. John Reid is portrayed by Richard Madden.

## Trivia

* In both Rocketman and the 2018 Queen biopic, Bohemian Rhapsody, the protagonist is shown yelling at John Reid in a car.

## References

[1]https://en.wikipedia.org/wiki/John\_Reid\_(music\_manager)
T'Varek Class

**Name**: T'Varek
**Craft**: Romulan Star Empire T'Varek-Class Scout
**Type**: Scout
**Scale**: Starfighter
**Length**: 83.42 x 24.78 x 17.63 meters
**Ship Mass**: 55,000 metric tons
**Starship Size**: 3
**Skill**: Space Transports
**Autopilot**: 2D+2
**Crew**: 12; Skeleton: 1/+10
**Passengers**: 8
**Cargo Capacity**: 2,500 metric tons
**Consumables**: 1 year
**Warp Drive**: 5 / 5.8 / 6.5 (12 Hours)
**Nav Computer**: yes
**Maneuverability**: 1D+2
**Space**: 7.5
**Hull**: 4D
**Shields**: 1D+2
**Sensors**

* Passive: 40 / 1D
* Scan: 120 / 1D+2
* Search: 150 / 2D
* Focus: 5 / 2D+2

Cloaking Device: while cloaked, +2D+1 Difficulty to detect ship
**Weapons**

* **Type V Disruptor**

Fire Arc: 120 degrees forward
Location: forward module
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 1D+1
Space Range: 1-2/5/15
Firing Modes: Standard, Pulse
Rate of fire: 2
Damage: 6D
* **Plasma Torpedo Launcher**

Fire Arc: forward; but are self guided
Location: forward
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 1D+1
Space Range: 1-3/10/30
Ammunition: 15 Class VII Plasma Torpedoes
Spread: 1
Damage: 6D+1
* **2 Class Beta Tractor Beams**

Fire Arc: 1 forward, 1 aft
Location: forward ventral, aft ventral
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 1D+1
Space Range: 1-3/5/10
Rate of fire: 1
Strength: 6D
**Miscellaneous**:

* Crew Quarters:
	+ Spartan: 20
	+ Basic: 2
* Decks: 4
* Escape Pods: 8

* Capacity per Pod: 4

* Year Commissioned: 2279 (Earth reckoning)

**Transporters**

* Personnel: 1

* Range: 20,000 km
* Capacity: 6 persons

* Emergency: 1

* Range: 8,000 km
* Capacity: 14 persons

* Cargo: 4

* Range: 18,000 km
* Capacity: 200 kg

**Complement**

* Probes: 30

**Description**: The T'varek class was a type of scout fielded by the Romulan Star Empire during the 23rd century. (Ship Recognition Manual, Volume 4: Starships of the Original Series Era)

The T'varek consisted of a shaft-like main hull with a command hull on the forward end and pylons to port and starboard connecting the warp nacelles. The T'varek was not designed for long range missions, instead it was typically used to patrol the Romulan Neutral Zone and to explore the are immediately beyond Romulan space.

**Source**:

* T'varek class
* Ship Recognition Manual vol 4 (Spacedock) (pages 115-116)
* thedemonapostle
Star Trek Jem'Hadar Combat Knife

**Name**: Combat Knife
**Model**: Jem'Hadar Combat Knife
**Type**: melee weapon
**Scale**: character
**Length**: 41 cm overall, 25 cm main blade length, 4 cm secondary blade length
**Weight**: 0.29 kg
**Skill**: Melee Combat: Jem'Hadar Combat Knife
**Difficulty**: 8
**Damage**: STR +1D+2

**Description**: When Kar'takins are unavailable or inadvisable for some reason, many Jem'Hadar prefer to use this weapon for hand-to-hand fighting. It consists of a long blade with a slight backward curve and a short false edge. Projecting out of the bottom of the knife's hilt is another, much shorter blade, which curves forward (in the opposite direction of the large blade). The small blade allows for quick surprise strokes and slashes to catch an enemy off guard.

**Source**:

* Dominion War Source Book (page 85)
* thedemonapostle
Stargate Plate Carrier Vest

**Name**: Plate Carrier Vest
**Model**: Various Manufacture Plate Carrier Vest
**Type**: Personal Armor
**Scale**: Character
**Weight**: 0.9 kg
**Coverage**: Front and Rear Torso only

**Game Notes**:

* **Physical Protection**: STR+0D+2
* **Energy Protection**: STR+0D+1
* **Dexterity and related skills Penalty**: none

**Description**: Small and compact, this vest has no integral ballistic protection. Instead, it is designed to carry a ballistic plate alone. The benefits of this insert are factored into the gear's statistics.

**Source**:

* Stargate SG-1 RPG Sourcebook (page 322)
* thedemonapostle
Star Trek Romulan Sniper Disruptor

**Name**: RSD
**Model**: Romulan Sniper Disruptor
**Type**: energy weapon
**Scale**: character
**Length**: 1 m
**Weight**: 1.1 kg
**Skill**: Blaster: Disruptor Rifle
**Ammo**: 500
**Range**: 5-150/300/600 m
**Damage**: Varies Based on setting

**Firing Modes**

* **Standard** mode is the one typically used. It does the weapon's basic damage.

* **Continuous** fire mode involves maintaining a beam for longer than normal, making it easier to hit the target. This provides +1D to roll when making an attack Test to hit the target. Pulse phasers cannot fire in continuous mode.

 Continuous Beam

**Description**: Originally developed by the Romulan Tal Diann, this weapon has since been copied throughout the galaxy and come into a fairly wide spread use among assassins. Unlike most energy weapons, which are effective over a relatively short range, this weapon uses special magnetic focusing lenses to compact its plasma beam, thus maintaining beam coherence over a much longer range. However, the lenses also prevent it from being used in pulse-fire or wide-beam modes. Continuous fire is still possible, though it runs the risk of causing a lens failure and weapons explosion (if a character rolls a 1 on the Wild Die on his Skill test when firing the RSD in continuous-fire mode, the weapon explodes with the standard effects for such and explosion).

Persistent rumors among the underworld say that "someone" is trying to develop a way to jacket the RSD plasma beam in an annular confinement beam to give the weapon even greater range. If so, this powerful advancement has not yet appeared on the battlefield.

**Source**:

* Star Trek DS9 RPG Raiders, Renegades and Rogues(pages 78-79)
* thedemonapostle
Stargate AK-107

**Name**: AK-107
**Model**: Alexandrov/Kalashnikov Model 107
**Type**: Firearm
**Scale**: Character
**Skill**: Firearms: Rifle
**Weight**: 3.63 kg
**Ammo**: 30 (magazine)
**Fire Rate**: Semiautomatic; 3 Round Burst & Fully Automatic
**Range**: 1-53/267/533 m
**Damage**: 4D+2

**Description**: The AK-107 is a Russian 5.45×39mm assault rifle developed from the AK-100-series. It features a "balanced" operating system, similar to that used in the AEK-971. In this case, the designation AK does not indicate Avtomat Kalashnikova but Alexandrov/Kalashnikov. The revised designation indicates the incorporation of a new gas system, designed by Youriy Alexandrov, for Kalashnikov-pattern rifles.

These new rifles were derived from the AL-7 experimental rifle of the early 1970s. The AL-7 utilized an innovative balanced gas operating system known as the Balanced Automatics Recoil System (BARS) developed by Peter Andreevich Tkachev of TsNIITochMash that was first used earlier on the AO-38 assault rifle of 1965 that essentially eliminated felt recoil and muzzle rise. The system was modified by Alexandrov, then a junior engineer at Izhmash, and prototypes were produced under the designation AL-7. The AL-7 was considered too expensive for production at the time and the Soviet Army selected the AK-74 instead as the new service rifle. No further development occurred until the mid-1990s when Alexandrov, by then a senior engineer, was directed to update his design for production as a less expensive alternative to the AN-94. The new rifle differs only slightly from the original AL-7. The AK-107 receiver is not fluted and a three-round burst feature has been added. There is otherwise little difference between it and the AL-7 prototypes.

**Source**:

* Stargate SG-1 RPG Sourcebook (page 333)
* thedemonapostle
Star Trek Sleeve Disruptor

**Name**: Sleeve Disruptor
**Model**: Sleeve Disruptor
**Type**: energy weapon
**Scale**: character
**Length**: 8 cm
**Weight**: 0.1 kg
**Skill**: Blaster: Disruptor Pistol
**Ammo**: 50
**Range**: 5-10/20/30 m
**Damage**: Varies based on setting

 2

**Description**: So called because many rogues and gamblers hide this pistol up their sleeves as a "backup weapon," the sleeve disruptor is a small pistol-smaller than even a Type I phaser-whose value lies in its concealability. Capable of only standard firing mode and containing just a few charges of energy, the sleeve disruptor is primarily intended to stun, rather than kill, the target \*thus allowing the user to flee before further violence become necessary).

**Source**:

* Star Trek DS9 RPG Raiders, Renegades and Rogues(page 79)
* thedemonapostle
Starship Troopers: Tanker Bug

**Name**: Tanker Bug
**Dexterity**: 2D+2

* Caustic Flame: 5D+1

**Perception**: 1D+1

* Hide: 2D+2
* Search: 8D+1
* Sneak: 2D+2

**Strength**: 5D+1
**Orneriness**: 2D

**Move**: 7 Walking; 14 Burrowing
**Size**: 5 meters tall (estimated)

**Special Abilities**:

* **Natural Armor**: STR+2D to resist damage
* **Blindsight 10 meters**: Using non-visual senses, such as sensitivity to vibrations, keen smell, acute hearing or echo-location, a creature with Blindsight maneuvers and fights as efficiently as a sighted creature. Darkness and most kinds of concealment are irrelevant, though the creature must have line of ‘sight’ to a creature or object to discern it. The creature usually does not need to make checks to notice creatures within range of its Blindsight ability. Unless noted otherwise, Blindsight is continuous and the creature need do nothing to use it. Stealth checks made to evade a creature with Blindsight suffer a –1D+1 penalty.
* **Caustic Flame**: The volatile mixture that a tanker bug spews from behind its charged mandibles is ignited by a static electric charge to become an incredibly hot incendiary fluid that either fans out in a triangle 1.67 meters wide at the end adjacent to the bug and 13 meters long. This attack deals 6D damage to any creature caught in its area (Dodge Difficulty 18 to reduce damage by half). Alternatively, the tanker bug can fire its flaming acid in a stream 1.67 meters wide and 20 meters long. This stream automatically hits any creature in that line and deals the same damage as above, however, no Dodge check is allowed to reduce damage. Caustic Flame stops burning quickly and does not cause any continuing damage. Effects or equipment that reduce damage from fire have no effect on this attack.

**Description**: Tanker bugs often rest just under the surface of battlefields, waiting for a command to rise up and unleash their devastating venom. This bug is particularly feared because while it is large enough to be easily hit, a single well-placed blast of its flaming acid can burn down an entire squad of troopers. The heat from its caustic flame is so hot it can slag the cockpit cowling of a Marauder within moments. It is quite understandable that standard Mobile Infantry protocol for encounters with tanker bugs is to scatter a squad at least 27 meters before hammering the bug with heavy firepower.

**Source**:

* Starship Troopers RPG Sourcebook (page 215)
* Starship Troopers Wiki: Tanker Bug
* thedemonapostle
Starship Troopers: Worker Bug

**Name**: Worker Bug

**Dexterity**: 2D
**Perception**: 1D+1

* Structure Repair: 3D+2

**Strength**: 2D+2
**Orneriness**: 2D

**Move**: 17
**Size**: 2-3 meters long

**Special Abilities**:

* **Claws**: STR+1D+1
* **Natural Armor**: STR+1D to resist damage
* **Blindsight 14 meters**: Using non-visual senses, such as sensitivity to vibrations, keen smell, acute hearing or echo-location, a creature with Blindsight maneuvers and fights as efficiently as a sighted creature. Darkness and most kinds of concealment are irrelevant, though the creature must have line of ‘sight’ to a creature or object to discern it. The creature usually does not need to make checks to notice creatures within range of its Blindsight ability. Unless noted otherwise, Blindsight is continuous and the creature need do nothing to use it. Stealth checks made to evade a creature with Blindsight suffer a –1D+1 penalty.
* **Wall Crawler**: A Worker bug can climb and travel on vertical surfaces or even traverse ceilings as well as a Terran spider can. While the Worker bug is doing so it may continue to travel at its base speed and need not make checks to climb a vertical or horizontal surface, even if doing so upside down. A Worker bug cannot travel any faster than its base speed while climbing..

**Description**: Worker bugs are physically indistinguishable from warrior bugs aside from a very slight difference in its thorax chitin and mandible arrangement. Spotting this difference requires a Knowledge (alien species) check Difficulty 20 at 20 meters. By their nature, worker bugs are entirely non-combatant. They are capable of dealing injury, but only do so if they cannot flee an opponent and are literally forced to defend themselves. Even then, workers will only fight if there is not a warrior bug within 40 meters of it; otherwise the worker bug will passively take any attack thrown at it on the assumption that the warrior bug will defend it.

**Source**:

* Starship Troopers RPG Sourcebook (page 216)
* thedemonapostle
Star Trek Xindi Arboreal

**Name**: Xindi Arboreal
**Dice**: 12D
**Dexterity**: 1D / 4D
**Knowledge**: 1D / 4D
**Mechanical**: 1D / 4D
**Perception**: 1D / 4D
**Strength**: 1D+1 / 4D+1
**Technical**: 1D+1 / 4D

**Move**: 10 / 12
**Size**: 1.5 - 2.0 meters
**Weight**: 60 - 90 kg

**Special Abilities**:

* Strong Will: Xindi Arboreals add +1D to their Willpower skill rolls.

**Description**: The Xindi-Arboreals were a species of Xindi, and native to the planet Xindus.

**Physiology and Culture**

The Xindi-Arboreals were humanoids which were probably a result from an evolution of some sort of arboreal primate. They were covered in hair and had dark eyes, sharp fingers and also the distinctive feature from the Xindi species, the ridges on their cheek bones.

For some reason, the Arboreals had a great dislike and even fear of water, although they did drink beverages. They were also considered lethargic by the other Xindi species, and were probably the most calm and peaceful of the six species.

The Arboreals were known to have a good relationship with the Xindi-Primates, probably because of their common ancestry and similarities. (ENT episodes: The Xindi; The Shipment; Countdown)

**Source**:

* Memory Alpha: Xindi-Arboreal
* Memory Beta: Xindi-Arboreal
* Star Trek RPG Enterprise Season II - III Sourcebook (LUG) (page 19)
* thedemonapostle
Star Trek Centauran

**Name**: Centauran
**Dice**: 12D
**Dexterity**: 1D / 4D
**Knowledge**: 1D+1 / 4D+1
**Mechanical**: 1D / 4D
**Perception**: 1D+1 / 4D+1
**Strength**: 1D / 4D
**Technical**: 1D+1 / 4D+1

**Move**: 10/12
**Size**: 1.5 - 2.0
**Weight**: 40 - 120 kg

**Special Abilities**:

* **Sexy**: Centaurans are extremely personable and receive a +1D when making Social skill tests on members of the opposite sex.

**Description**: The Alpha Centaurans, also known simply as Centaurans or Centaurians, were the native humanoid species of the planet Alpha Centauri VII, or as they called it "Al Rijil". By at least the 2360s, their total populace had reached 21 billion, second only to the Sol system. Delthara University Complex is located on the northernmost continent. (ST reference: The Worlds of the Federation, et al.)

**Appearance**

Centaurians appeared identical to Humans, bearing a specific resemblance to those native to Greece or Italy. Federation scientists found evidence this was because the population was descended from a group of Terran Greeks who had been transplanted from Earth in the 3rd century BC. (DS9 novel: Devil in the Sky, ST reference: The Worlds of the Federation)

There were, however, some minor physiological differences, such as an extra joint in the Centaurans' little finger, and a patterning of capillaries in the skin that resulted in a hexagonal effect when their faces became flushed. (TOS novel: Prime Directive)

**History**

In the 17th century, the warlord Zalar Mag'nees established an educational system to bring her world's greatest minds to the question of how to best wage war. The entire planet was eventually united under her rule, but even in peace, the Centaurans maintained a mindset of defensiveness, leading them to conceal much of the advancements of their society. (TOS novel: Memory Prime)

The Earth ship UNSS Icarus made first contact with the Centaurans on reference stardate 0/48. (TOS reference: Spaceflight Chronology)

At some point, it became a controversy for an Earth Human to consort with a Centaurian. When J.M. Ford wrote The Final Reflection, he included a passage about language as it pertained to translations in that volume. He included an explanation about the inaccuracy of translating the klingonaase word kuve as "slave", as he preferred the term "servitor." He felt that the translation as "slave" would be inflammatory, citing similar examples from earth history such as "filthy Ghibelline" or "Centaurian lover." (TOS - Worlds Apart novel: The Final Reflection)

In 2376, Gothmara intended to infect Alpha Centaurans with a viral biological weapon. Her efforts were stopped with the destruction of the IKS Gothspar. (DS9 - The Left Hand of Destiny novel: Book Two)

**Source**:

* Memory Beta: Alpha Centauran
* Star Trek RPG Players Guide (LUG) (page 64)
* thedemonapostle
Star Trek Mek'leth

**Name**: Mek'leth
**Model**: Klingon Mek'leth
**Type**: melee weapon
**Scale**: character
**Length**: 70 cm
**Weight**: 2.5 kg
**Skill**: Melee Combat: Klingon Mek'leth
**Difficulty**: 8
**Damage**: STR+2D

**Game Notes**:

* When used to parry or block, the user gains a +1D to their rolls.

**Description**: A mek'leth was a Klingon sword-like blade weapon, approximately half as long as a bat'leth, typically used to slash the throat or disembowel.. Worf occasionally favored the smaller (and easily concealable) mek'leth instead of the larger, bulkier bat'leth. (DS9: "The Way of the Warrior", "Sons of Mogh"; ENT: "Marauders"; Star Trek: First Contact)

Jadzia Dax thought that although the mek'leth was better in some ways, she still preferred the longer reach of the bat'leth. She later practiced with a mek'leth. (DS9: "Sons of Mogh", "Rules of Engagement", "Bar Association")

By the 2370s on Gaia, Brota had inherited Worf's mek'leth. He once used it to kill a yar-bear. (DS9: "Children of Time")

The mirror universe Bareil Antos claimed that he once stole a mek'leth from a Klingon and used it to deactivate the sensor alarm of the cell he was being held in. (DS9: "Resurrection")

Worf often used his mek'leth to fight the Jem'Hadar, such as those on Vandros IV and on Soukara. (DS9: "To the Death", "Change of Heart")

Worf concealed his mek'leth on his EV suit during a spacewalk on the hull of the USS Enterprise-E, tucked into the suit's belt at the small of his back while in orbit around mid-21st century Earth. He used it to kill one of the Borg drones that had been building an interplexing beacon on the ship's deflector dish. (Star Trek: First Contact)

**Source**:

* Memory Alpha: Mek'leth
* Memory Beta: Mek'leth
* Star Trek DS9 Core Game Book (page 241)
* Star Trek TNG RPG Core Book (page 238)
* thedemonapostle
Bluesology

Reggie Dwight on the keyboard to the right.

### Band Members

Stu Brown (guitar, vocals: 1962 to 1967-10); Reg Dwight (keyboards, vocals: 1962 to 1968-03); Geoff Dyson (bass: 1962 to 1965-06); Mick Inkpen (drums: 1962 to 1966-04); Rex Bishop (bass: 1965-06 to 1966-04); Pat Higgs (trumpet: 1965-11 to 1967-05); Dave Murphy (saxophone: 1965-11 to 1967-05); Paul Gale (drums: 1966-05 to 1966-11); Freddy Gandy (bass: 1966-05 to late 1968); Neil Hubbard (guitar 1966-06 to 1966-11); Pete Gavin (drums: 1966-11 to late 1968); Long John Baldry (vocals: 1966-12 to late 1968); Alan Walker (vocals: 1966-12 to late 1968); Marsha Hunt (vocals: 1967-05 to late 1968); Elton Dean (saxophone: 1967-05 to late 1968); Marc Charig (saxophone: 1967-05 to late 1968); Caleb Quaye (guitar, vocals: 1967-10 to 1968-03); Bernie Holland (guitar: 1968-03 to late 1968); Jimmy Horowitz (keyboards: 1968-03 to late 1968)

### Date

1962-1968

**Bluesology** was an R&B band that was very popular during the 1960s. The last known event to happen to Bluesology was in 1967, three members quite being Reggie Dwight, Elton Dean and, Brown. The band split-up the following year.

Find out more about Bluesology: Wikipedia.

## Reggie Dwight

Elton John (Reggie Dwight)'s first proper band was Bluesology. Reggie played the Keyboard when he was 13. Reggie got inspiration for his stage name because of two of the members - Elton Dean and John Baldry - and legally got it changed to Elton John.

## Trivia

* In Rocketman, Elton John appears to derive his stage name from fellow bandmate, Elton Dean, and John Lennon of the Beatles. In reality, Elton's stage name came from another member of Bluesology, Long John Baldry, who was openly gay and perceived to have had a heavy influence on Elton coming to terms with his sexuality.
Star Trek United Earth DY-500 Class

**Name**: DY-500 Class
**Craft**: United Earth DY-500-Class Transport
**Type**: Transport
**Scale**: starfighter
**Length**: 100 x 23.37 x 34.9 meters
**Ship Mass**: 300,000 metric tons
**Starship Size**: 3
**Skill**: capital ship pilot
**Autopilot**: 1D
**Crew**: 3; Skeleton: 1/+7
**Passengers**: 40
**Cargo Capacity**: 5,000 metric tons
**Consumables**: 6 months
**Nav Computer**: yes
**Maneuverability**: 1D+1
**Space**: 2
**Hull**: 1D
**Sensors**

* Passive: 10 / 0D
* Scan: 35 / 0D+1
* Search: 50 / 0D+1
* Focus: 4 / 0D+2

**Weapons**: None

**Miscellaneous**:

* Crew Quarters:

* Barracks: House 6 crewmembers
* Spartan: 40

* Decks: 6
* Escape Pods: 4

* Capacity per Pod: 4

* Year Commissioned: 2116 (Earth Reckoning)

**Notes**:

* Cargo Configuration: Remove 40 spartan quarters and add 7,500 metric tons of cargo space for a total of 12,500 metric tons of cargo.

**Description**: The DY-500 was a class of early Earth space vehicles.

The DY-100 class received extensive design and performance reviews to become the DY-500 class. Its almost pure fission engine plant produced a clean gas exhaust who powered a MHD, providing electricity to the ship. At the moment of its commission it was one of the most popular transports. The loss of the DY-500, UNSS Courageous, was the worst tragedy in the 65 first of space exploration. (TOS reference: Star Trek Space Flight Chronology)

The DY-500 and DY-100 were similar enough in appearance that even experienced Starfleet officers were unable to tell the difference between such ships from a distance. For example, upon first encountering the SS Botany Bay, Captain James T. Kirk initally believed the ship to be a DY-500, it was Spock who correctly identified the ship as an older DY-100 type vessel. (TOS episode: "Space Seed")

In 2155, two DY-500s were involved in the First Battle of Altair VI when they attempted to intercept a Romulan fighter, but were called off by the Columbia. (ENT - The Romulan War novel: Beneath the Raptor's Wing)

**Source**:

* Memory Alpha: DY-500 class
* Memory Beta: DY-500
* Ship Recognition Manual vol 4 (Spacedock) (pages 130-131)
* thedemonapostle
Talon Class

**Name**: Talon
**Craft**: United Federation of Planets Talon-Class Scout
**Type**: scout ship
**Scale**: starfighter
**Length**: 24.36 x 16.26 x 6.31 meters
**Ship Mass**: 15.7 metric tons
**Starship Size**: 2
**Skill**: space transports
**Autopilot**: 3D+1
**Crew**: 4; Skeleton: 1/+10
**Passengers**: 10
**Cargo Capacity**: 1,250 metric tons
**Consumables**: 2 months
**Warp Drive**: 1.5 / 3 / 5 (24 Hours)
**Nav Computer**: yes
**Maneuverability**: 2D+1
**Space**: 9
**Atmosphere**: 400; 1,150 km/h
**Hull**: 3D
**Shields**: 2D
**Sensors**

* Passive: 50 / 1D+2
* Scan: 120 / 2D+1
* Search: 160 / 2D+2
* Focus: 5 / 3D+1

**Weapons**

* **3 Type V Phaser Arrays**

Fire Arc: 270 degrees port and forward, 270 degrees starboard and aft, 270 degrees port and aft
Location: port, aft, aft
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 0D+2
Space Range: 1-2/5/15
Atmosphere Range: 2-3/10/30 km
Firing Modes: Standard, Continuous, Pulse, Wide-Beam
Rate of fire: 2
Damage: 5D
* **3 Microtorpedo Launchers**

Fire Arc: forward; but are self guided
Location: forward
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 0D
Space Range: 1/5/20
Atmosphere Range: 1-100/500/2,000 m
Ammunition: 150 Microtorpedoes total
Spread: 5
Damage: 2D+1
* **2 Class Beta Tractor Beams**

Fire Arc: 1 forward, 1 aft
Location: 1 forward, 1 aft
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 0D
Space Range: 1-3/5/10
Atmosphere Range: 2-6/10/20km
Rate of fire: 1
Strength: 5D+2
**Miscellaneous**:

* Crew Quarters:

* Spartan: 5

* Decks: 1
* Escape Pods: 10

* Capacity per Pod: 4

* Year Commissioned: 2373 (Earth Reckoning)

**Transporters**

* Personnel: 1

* Range: 40,000 km
* Capacity: 4 persons

**Complement**

* Probes: 10

**Description**: The Federation mission scoutship was a type of Federation scout ship in operation during the late 24th century.

The scout was a single-pilot runabout-sized starship with a forward mounted cockpit separated from the rest of the vessel. At 24 meters it was slightly larger in size than the Type 11 shuttlecraft, and carried dual-mounted phaser banks and photon torpedoes. The vessel is accessible through its docking hatch on the ventral hull. (Star Trek: Insurrection)

**Source**:

* Memory Alpha: Federation mission scoutship
* Memory Beta: Venture class (scout)
* Ship Recognition Manual vol 1 (Spacedock) (pages 133-135)
* thedemonapostle