recursal/Fanatic-Fandom huggingface dataset:
Locations

**Locations** are a content construct shown throughout all things. They are various places set in different world consisting of several countries. Every location span over many climatic zones, from deserts and exotic islands to tundra, and has different landscapes - mountain ranges seemingly being very common.

"*.*"

—About Locations.

## Section heading

Write the first section of your page here.

## Section heading

Write the second section of your page here.
Neutrals

**Neutrals** or **Deuteragonists** are practically just characters whose characters are in no specific role as to whether they are allies or enemies. Those who are both allies and, at one point, enemies, are contrary to traditional heroes, although they may still have heroic qualities.

The alternate words for this faction are called **Anti-Heroes** (Male) or **Anti-Heroines** (Female).

"*.*"

—About Neutrals.

## Groups

Whether they operate independently or in a partnership, neutral anti-heroes will sometimes need to team together with other heroes to combat threats or problems that they would be unable to deal with solo.

The following is a list of signature neutral groups:

## See also

* Supportives
* Heroes
* Allies
* Villains
Swamp Slimes

## Swamp Slime

Swamp Slime's are mid level monsters that are found only in Savage Slough swamp or the Eastern Wilderness Slayer Dungeon found in level 48 wilderness. They have a combat level 65 and hit consistent 9's. They use melee attacks. Require Slayer level 40 to be attacked and require players to wield a **lit** Torch or use fire spells to kill.
Noxious317 Wiki

**Welcome to the Noxious317 Wiki!**
Runescape Private Server

We're a collaborative community website about Noxious317 that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Cero

Cero, o 0, es un numberblocks que no tiene ningún bloque. Su voz es echa originalmente por Teresa Gallagher, su voz de doblaje en español latino la hace Luna Arjona.

Cero tiene un número 0 negro en la parte superior de su boca roja rosada clara. Debido a que es el número cero, Cero carece de bloques, brazos, piernas y ojos.

Apariciones de episodios
Los episodios en negrita indican que ella juega un papel importante en ese episodio.

**Cero (debut)**

El minuto de fama de quince

En tu cabeza

Veinte

El circo de Treinta

Tierra de Gigantes

**La más grande**

Cien

**Mucho más que explorar**

**Ahora nos ves**

Un escuadrón de paso gigante

**¿Qué tal si?**

100 formas de dejar el planeta

Ya era hora

**Los doce días de Navidad**

Los juegos de bloques contra bloques

Arrangements
Zero is made of nothing. She only has 1 arrangement.
Dimensionless (0)

Trivialidades

La cita de 0 ("¡Y nada más!") es una referencia a la descripción de 0 de 10 durante la temporada 2 (específicamente la letra "Soy un diez y nada más").
0 es el primero, y hasta ahora, el único personaje que no tiene ojos.
0 es el único Numberblock que no puede cambiar de forma en absoluto. Mientras que yo ni siquiera puedo hacer un arreglo, ella puede cambiar de forma, como se ve en Hipo.
0 tiene la racha de ausencia más larga, estando ausente durante 25 episodios seguidos entre Zero y Fifteen's Minute of Fame.
Esto puede deberse a que los episodios con 0 son demasiado simples y/o no se pueden realizar debido al nivel.
0 es el único Numberblock que está completamente ausente de una serie (o dos temporadas).
0 puede agarrar y sostener objetos sin usar ninguna mano, ya que los objetos simplemente flotan junto a ellos.
0 se pensó que era hombre durante un cierto período de tiempo, hasta que se reveló que era mujer.[1]
Un caso similar sucedió con 11, donde se pensó que era el segundo Numberblock masculino en ser expresado por una mujer. Otro caso fue con Blockzilla.
Curiosamente, el episodio de debut adecuado de 0 es un episodio de Red Level en la temporada 3, mientras que el episodio de debut de 0 (Ten) es un episodio de Orange Level en la temporada 2.
Ella es el undécimo número que aparece en Numberblocks, siendo los primeros diez del 1 al 10.
El dígito y la numeración de 0 se introdujeron antes del debut de Zero, ya que Ten debutó antes en la temporada 2. Además, Ten dice que es uno diez y nada más, lo que indica su cero.
Males

**Males** (雄, *Jōyō*), are the biological term used throughout the many worlds, and beyond. They are a gender identity within the binary genders. **Men** (男, *Otoko*) is a term used for adults, and corresponds to the terms boy (for children), male (adjective) and masculinity.

"*.*"

—About Males.

## Overview

### Anatomy and Design

Children are born with penises and testes are often raised with the expectation that they will identify as men, although intersex children may also be assigned to this identity while possessing some but not all of the above characteristics, Men may be cisgender (assigned male at birth and identifying as male) or transgender (assigned female at birth, yet identifying as male).

Identifying as a man is often associated with male sex characteristics such as a penis, testes, narrow hips, a prominent Adam's apple and a low-pitched voice, as well as a masculine gender expression and gender role, but these are not neccessary, and it is still possible to identify as a man without them.

## External links

* Males *Wikipedia* — Wikipedia article on assassins.
* Males *MOGAI Encyclopedia*
* Males *Gender Wiki*
Villains

**Villains** or **Antagonists** are individuals who possesses extraordinary talents, supernatural phenomena, or superhuman powers and uses them in pursuit of a personal or professional objective that is usually at the detriment of the public, the greater good, and/or any other moral standard. As their actions usually cause community disturbance, Villains are actively opposed by Heroes who seek to curb the destruction the actions of villains' cause.

A villain's motivation to break moral law varies; some break it as part of a personal pursuit of obtaining a goal (whether it be the ambition for power or the pursuit of revenge), others break it as a consequence of a professional occupation or task, others still will break it simply for kicks and for the thrill of "crossing the line" (due to a lack of empathy for anything beyond themselves) and there are others who are diagnosed as "Criminally Insane"; to whom laws like morality do not register due to mental instabilities.

"*.*"

—About Villains.

## Groups

Whether they operate independently or in a partnership, villains will sometimes need to team together with other villains to combat threats or problems that they would be unable to deal with solo.

The following is a list of signature villainous groups:

## See also

* Supportives
* Heroes
* Allies
* Anti-Heroes
Heroes

**Heroes** (英雄, *Eiyū*) or **Protagonists** is/are individuals who possesses extraordinary talents, supernatural phenomena, or superhuman powers and uses them in dedication to be protecting or otherwise serving for the greater good; using their skills to counter community issues, such as day-to-day crime and combat threats enacted by Villains.

Some heroes are motivated into their careers by a sense of responsibility or duty, while others are thrust into the role due to a formal calling. Others may also hold a personal vendetta that leads them into the heroic role, or some may simply hold a strong belief in justice and humanitarian service and possess abilities to affect great change.

Regardless of their motivation, the heroic life is not for everyone; a willingness to risk one's own safety in the service of good is usually expected to be done so without expectation of reward and as such some heroes have to make great sacrifices in their personal or professional lives in order continue their heroic careers.

"*.*"

—About Heroes.

## Groups

Whether they operate independently or in a partnership, heroes will sometimes need to team together with other heroes to combat threats or problems that they would be unable to deal with solo.

The following is a list of signature heroic groups:

## See also

* Supportives
* Allies
* Anti-Heroes
* Villains
Marvelous DC Animated Universe Wiki

**Welcome to the Marvelous DC Animated Universe Wiki!**
This wiki is dedicated to an animated union crossover, *Marvelous DC* series.

We're a collaborative community website about Marvelous DC Animated Universe that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
DREAMING'S EDGE

## SUMMARY

Dreaming's Edge takes heavy advantage of Techsteel, a highly durable shape memory alloy. Its razor thin blade hides, waiting to be deployed from within an unassuming polychrome grip.

* By deploying its blade directly into an unaware target, Dreaming's Edge is nearly unmatched in its ability to quickly silence a foe. Attacks from stealth are rolled with advantage.
* Due to the extremely thin edge profile, and the deep lacerations it leaves, bleeds caused by this weapon cannot be staunched, and will persist until in-depth medical attention can be provided by a professional.

## UPGRADE PATHS

Dreaming's Edge may be upgraded further, requiring an additional 25 research to specialize into one of three upgraded forms.

### UPGRADE PATH: HONED WEAPON

* With careful balancing, focusing on the handling of this weapon above all else, Dreaming's Edge may entirely ignore armor, finding no difficulty in slipping through seams in any protective equipment.

### UPGRADE PATH: THERMOCONDUCTOR

* With the addition of an electrically charged monofilament, Dreaming's Edge may be augmented to deal scalding burns with every cut it makes.
	+ This removes the Lacerating weapon effect.
	+ This adds 1D10 heat damage to each strike.
	+ Upon landing a successful hit, perform a flat D20 roll. With a success at a 15 or higher, the target enters the Burning condition.

### UPGRADE PATH: CHARGED EDGE

* Careful placement of a series of conductive nodes imbues this weapon with electrical energy.
	+ This adds 1D6 electrical damage to each strike.
	+ Characters within 10' of Dreaming's Edge upon its deployment are struck by an arc of electricity, dealing 1D6 electrical damage to all but its wielder.
	+ If deployed while attacking from stealth, this electrical discharge will disable all biomech components and communications devices of the target it is embedded within.
TAIPAN

### Added Functionality

Adds a venom effect to bites, dealing 1D6 damage per turn until antivenom can be used to counter the effect. This component may also be used to dispense venom that, when ingested, causes extreme gastrointestinal distress.

## SUMMARY

The Taipan fangs are a lethal tool of assassins, and were banned under the Covert Devices Act of 2102.
Females

**Females** (雌, *Jōyō*), are the biological term used throughout the many worlds, and beyond. They are a gender identity within the binary genders. **Women** (女, *Onna*) is a term used for adults, and corresponds to the terms girl (for children and adolescents), female (adjective) and femininity.

"*.*"

—About Females.

## Overview

### Anatomy and Design

Children born with vulvas are often raised with the expectation that they will identify as women, although intersex children may also be assigned to this identity while not possessing all of the above characteristics. Women may be cisgender (assigned female at birth and identifying as female) or transgender (assigned male at birth, yet identifying as female).

Identifying as a woman is often associated with female sex characteristics such as a vagina, a uterus, wide hips, breasts and a high-pitched voice, as well as a feminine gender expression and gender role, but these are not neccessary, and it is still possible to identify as a woman without them.

## Gallery

### Heroes

Diana Prince/Wonder
WomanJan Van Dyne/Wasp

### Allies

Anna Maria Marconi Animated Portrait.pngAnna Maria MarconiEllen Yin Animated Portrait.pngDet. Ellen Yin
### Anti-Heroes

Lady Octopus Animated Portrait.pngCarolyn Trainer/Lady OctopusCatwoman Animated Portrait.pngSelina Kyle/Catwoman
### Villains

Barbara Minerva/
CheetahOphelia Sarkissian/
Madame Hydra

## External links

* Females *Wikipedia* — Wikipedia article on assassins.
* Females *MOGAI Encyclopedia*
* Females *Gender Wiki*
ATAS SCOUT

## SUMMARY

The ATAS Scout is the lightest and least armored of the humanoid ATAS drones. While it is still recommended not to engage, this would be the easiest unit to destroy. Remind your players that engaging on any ATAS will alert the Hive, raising their ATAS Heat and likely summoning reinforcements within a number of Turn-Rotations.
OMNISCIENCE OCULAR SYSTEM

### Added Functionality

This component acts as an early warning system for attacks, seeking weapons or aggressive behaviors in the user's field of vision. | This component allows partial surface penetration, seeing within solid or mostly solid objects.

## SUMMARY

The Omniscience Ocular System is a useful upgrade to the storied Taskmaster Ocular System. This legendary version allows for partial surface penetration, capable of tracing conduits within walls, or seeing the internal mechanisms of locks.

## UPGRADE PATHS

The Omniscience Ocular System may be upgraded further, requiring an additional 25 research to specialize into one of two upgraded forms.

### UPGRADE PATH: SENSORY OVERDRIVE

* Once per turn-rotation, these eyes may be overdriven, consuming 1 crack charge to alter their abilities.
	+ Partial surface penetration is replaced with Recon (1)
	+ Standard target recognition is replaced with a ballistic calculator, allowing the additional functionality of shot trajectory projection. This guarantees hits with ranged weapons on any possible target.

### UPGRADE PATH: SYNERGISM

* The Omniscience Ocular System is capable of accessing simple surface nets, allowing it to tap into security feeds. While this allows their user to simply access camera views, this also serves to upgrade the threat recognition system. Enemies highlighted by the Omniscience Ocular System will remain highlighted so long as any security camera or allied party member has a view of them, regardless of their distance from the user. This effects ends if sight in this manner is interrupted.
TERMINAL LOUNGER

## SUMMARY

A Terminal Lounger, or simply Lounger, is a useful tool for any devoted cryptech, and is necessary to posses in order to utilize the Lurker subclass.

While using a Lounger, a cryptech is held immobile at their base of operations, able to act remotely from the Lounger's seat. A lounger is necessary for the installation of a seCure unit.

The MSRP for a Terminal Lounger is 85,000 WECs.
Wiki Numberblocks

**¡Bienvenidos a Wiki Numberblocks!**
1, 2, 3, 4, 5 Numberblocks! La primera Wiki de los Numberblocks en español, la mejor serie para aprender a contar con las manos o con los pies! Disfruten!

Somos una comunidad web colaborativa sobre Numberblocks en la que cualquiera, incluyéndote a ti, puede contribuir. Los wikis como este dependen de que los lectores se involucren y añadan contenido. ¡Haz clic en el botón de *"CREAR UN NUEVO ARTÍCULO"* o *"EDITAR"* al comienzo de cada página para comenzar!

## Artículos importantes

ImagenUna página sobre el tema del wikiImagenUn personaje principalImagenEl primer episodioImagenUna ubicación importanteImagenUn evento claveImagenUn objeto crucial

*¿Necesitas ayuda para construir esta comunidad?*

* Normas del wiki
* Primeros pasos
* Cómo contribuir
* Dirigiendo tu comunidad
* Guías
* Todos los artículos de ayuda

También puedes ser parte de la mayor familia de comunidades de Fandom. Visita la Comunidad Central de Fandom!

*Fundadores de la comunidad*: Escribid un buen párrafo describiendo el tema de la comunidad aquí. Permitid que vuestros lectores sepan más del tema sobre el que trata este wiki y algo de información general sobre el mismo. Luego visitad el panel de administración para más consejos.
MODEL 72

## SUMMARY

The Model 72 is a difficult beast to tame. While its short size allow it to maintain a light weight and comfortable maneuverability, the 7.8mm ABR round was not designed to fire from a frame capable of being classified as a PDW. This adds plenty of noise, flash, and recoil. This effect is nicely mitigated by the use of a suppressor, though most that are capable of managing the fierce action cost as much as the weapon itself.

WEAPONS LIST
Numeros

Numberblocks tiene 100 personajes principales, todos tienen nombres de los primeros 101 números, (incluyendo a Cero) los personajes más importantes son los de un solo digito, es decir, Cero, Uno, Dos, Tres, Cuatro, Cinco, Seis, Siete, Ocho y Nueve

Contenido:

Unos
Los Dieces
Veintes
Los treintas
Cuarentones
50 a 100
Otros
POSTHUMANS HUNTER

### Special Actions

Vanish, Become in Stealth, must take one action other than an attack after exiting stealth.

## SUMMARY

The appearance of a Hunter is punishment for gaining the ire of the Posthumans. Send this foe after your players when they have accrued significant negative Rep with the Posthumans faction. It's recommended to play this class with hit and run tactics, utilizing the Vanish ability often.
FREELANCER ARBITER

## SUMMARY

An Arbiter is a neutral agent within Freelancer society, usually affiliated with a number of Handlers. If your players make a habit of disrespecting, attacking, or foiling other Freelancers, an Arbiter may arrive. The role of an Arbiter is to determine guilt, and it can therefore function as a stern warning not to continue down a path of behavior.
CLOTHING EFFECTS LIST

### CIVVIES

* This article of clothing is seen as civilian clothes, giving you +1 on rolls attempting to pass as an ordinary civilian.

### HARDEN

* Reduce excess damage done by a critical hit by 1D4.

### HOLOGRAPHY

* This item may project holographic imagery around itself, accenting the wearer.

### MASK

* This item is iconic enough to represent its own identity. Actions performed while wearing this item will be perceived by the uninformed as being separate from your own actions. Careful, this item will build its own reputation over time.

### PSYCHO

* This item is associated with crime or destruction. It will grant +1 to intimidation attempts, but may cause unease or hostility in some civilians.

### RIG

* This item allows for the attachment and hands-free usage of some items such as flashlights.

### SHROUD

* This item allows a player to partially cover their face, granting +1 to attempts at remaining in disguise while doing so.

### SURE STEP

* This item negates the effects of Uneven Footing.
DAEMON

## SUMMARY

The Daemon is the most effective killer of the entire order of the Children. This being retains a large amount of its memories and skills from its time in the North African Conflicts.

* The Daemon has an EP pool of 180+(20L).
* The Daemon may recharge EP through a grapple siphon, or by consuming the HP or EP of its allies at a rate of equivalent exchange.
* The Daemon is capable of telepathic speech to other Contracted individuals.
ENEMY COMPENDIUM

Each enemy in this compendium may serve as a guide for creating unique, narratively fitting encounters. A mugger, for example, may take the stats of a Street Thug or Acolyte.

Each enemy's card is balanced for Level 1 players.

For levels in increments of 5, such as level 5, level 10, etc., be sure to add the following buffs.

* Add 2 Evasiveness, being careful to balance for your party's average chance-to-hit.
* Add 1 to three modifiers.

At level 5, add one type of armor.

For each Level above 1, Add 5 health.

Each enemy is listed alongside their amount of actions available in a turn. If an enemy has the ability to take an extra action of a specific kind, that will be denoted as half of an action. Use this as a tool for balancing the action-economy of a given encounter.

## UNAFILIATED

RECRUIT | 1

SCOUT | 1.5

STREET THUG | 1.5

STREET THUG LEADER | 2

KINGPIN | 2

## ATAS

PATROL | 3

SCOUT | 3

RIOT | 2

SEEKER | 3

PROBE | 2

RESUPPLY | 2

PEACEKEEPER | 3

## BANKERS

ASSASSIN | 2

ELITE ASSASSIN | 3

## ENFORCERS

NEW BLOOD | 1.5

RUNNER | 2

SOLDIER | 2

SHARPSHOOTER | 2

CAPTAIN | 3

GENERAL | 3

## FREELANCERS

ARBITER | 2

EXECUTOR | 3

## LAWMEN

CRYPTECH | 2

COVERT AGENT | 2

OFFICER | 2

RIOT | 2

CAPTAIN | 3

## POSTHUMANS

HOPEFUL | 1

ACOLYTE | 2

CHILD | 2

MOTHER/FATHER | 3

CLERIC | 3

SHAMAN | 3

HUNTER | 3

STRAY | 3

## RESISTANCE

RECRUIT | 1

LEADER | 2

ELDER | 3

## SISTERS

DAUGHTER | 2

LEASHED | 2

MOTHER | 2

ARCHMOTHER | 3

## THE CHILDREN OF THE OLD ONE

WRETCH | 3

FIEND | 4

SEEKER | 4

DAEMON | 5
Alta Turre (TTRPG) Wiki

**Welcome to the Alta Turre (TTRPG) Wiki!**
This community functions as a free online game master's guide and player handbook for the Alta Turre TTRPG. Many parts of the TTRPG are still underdevelopment, and the information you find here may change.

Were you searching for the wiki for Alta Turre, the videogame?

Alta Turre: Freelancers is the first edition of the Alta Turre Tabletop Roleplaying Game. In this game, play as a Freelancer, a free agent for hire within the dystopic city of Alta Turre. Run jobs from your local Handler, meet up with the local talent at Ma Kim's, or sew the seeds of chaos throughout the LCD.

## How to Start

For all the information you'll need to play in, or run, a game of Alta Turre: Freelancers, check out our QUICK-START GUIDE.

## Item Cards

ARMOR AND APPAREL LIST

BIOMECH COMPONENTS

EQUIPMENT LIST

LEGENDARY BIOMECH COMPONENTS

LEGENDARY WEAPONS LIST

MISC ITEMS LIST

WEAPONS LIST

## GM Tools

CITY MAPS

CLOTHING EFFECTS LIST

CONDITIONS

CRACKS

CRYPTECH

DAMAGE CALCULATOR

DAMAGE TYPES

ENEMY COMPENDIUM

INFORMATION VENDOR

MERC

MULTI-CLASSING

PROFICIENCIES

SKILLS

QUICK REFERENCE

UNDERSTANDING ATTRIBUTES

WEAPON EFFECTS

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: This game exists as the collaborative efforts of a dedicated group of players. Story, worldbuilding, and other IP elements are created by Synjyn Schaller. Game mechanics are created by Synjyn Schaller with assistance and advisement from community member MalkavTheMad. Some Legendary Items have been created by request for, and with the input of, the players of the inaugural Alta Turre: Freelancers campaign.
DERMAL INJECTORS

## SUMMARY

These unassuming hand replacements are visually indistinguishable from 'ganic parts. The differences may be skin deep, but they are drastic. Due to the volatility of these enhancements, they have been heavily stigmatized. Noticeable use of Dermal Injectors will frequently be met with rejection or hostility.

Injection using the Dermal Injectors takes a moment to accomplish. Small doses may be delivered with momentary skin-to-skin contact, accomplished with a simple chance-to-hit roll scaling on FNS. Larger doses take time to administer, and may be performed on willing, unaware, or restrained targets.

* Compound A
	+ Compound A is a paralytic. Small doses slow the movement and reaction time of a target, causing disadvantage on all checks for 6 hours. Large doses inflict full paralysis, wearing off in 24 hours.
* Compound B
	+ Compound B is a neurotoxin. A small dose causes severe necrosis in the injection site, dealing 2D10+10 damage that cannot be healed without deeper medical attention. A large dose will instead cause 3D20 damage, and inflict the Wounded condition. Half of this damage may not be recovered, reducing the targets maximum HP. The remainder may be healed with deeper medical attention.
* Compound C
	+ Compound C is an unstable hallucinogen. Small doses of this compound promote compliance, acting as either a truth-serum or a form of severe persuasion. Large doses will induce temporary psychosis, causing paranoia and rage that most often escalates to violence targeted at whatever is within line of sight.
EQUIPMENT LIST

## Categories

Equipment items are separated into several categories. Below are the options within each category.

### Grenades

E-TAC AREA DENIAL DEVICE

CB-82 CONCUSSIVE GRENADE

COVERT DEFENSE SD FLASH

M67 SMOKE

M86 LID

M114 FRAGMENTATION GRENADE

### Thrown Equipment

C-SEC NULLIFIER

C-SEC RAT

C-SEC WATCHER

THROWING KNIFE

### Medical Aid

C-SEC PURGE

KLEIN NERVE STIM

KLEIN TRIAGE STIM

KLEIN TRIAGE STIM XL

MEDTEC TRIAGE WAND

### Tactical Equipment

C-SEC AUGER

C-SEC MUTE
E-TAC AREA DENIAL DEVICE

## SUMMARY

Control the flow of battle with the Area Denial Device from Echo-Tactical. This grenade deploys a 15' radius electrified field from its point of impact. Careful, dropping this device once activated may set it off.

The damage effects of this grenade are inflicted at the start of a target's turn, so long as they are standing within the field of effect. Moving through the field of effect during a target's turn triggers the same effect.
PROFICIENCIES

## Earning Proficiencies

All level 1 Freelancers begin with a single point in a single proficiency.

Initially, you are limited to a maximum of three proficiencies, regardless of the number of points you have earned.

At level 5, you are allowed up to four proficiencies.

At level 10, you are allowed up to five proficiencies.

The effects of each proficiency are as follows:

* Gunslinger
	+ Each point in the Gunslinger proficiency is added to your chance-to-hit rolls for firearms.
* Marksman
	+ Each point in the Marksman proficiency lowers the critical threshold of Precision Rifles.
* Brawler
	+ Each point in the Brawler proficiency is added to your critical threshold rolls for melee weapons.
* Breacher
	+ One point in Breacher grants the ability to kick-in closed doors as a bonus action, preventing enemies on the other side from landing surprise attacks or taking reactions. At five points, Breacher grants three additional actions after kicking-in a door. Shotgun attacks made during these actions will automatically crit.
* Burglar
	+ Each point in the Burglar proficiency is added to skill check rolls when attempting to bypass some measure of security, or stealthily steal an item.
* Covert Operator
	+ Each point in the Covert Operator proficiency is added to skill check rolls when attempting to remain in Stealth.
* Medic
	+ Each point in the Medic proficiency is added to the amount of healing provided by any source of medical aid, not exceeding that source’s possible maximum. At five points, the Medic proficiency allows a freelancer to use two medical items within one action, in addition to the previously mentioned effect.
* Psyop
	+ Each point in the Psyop proficiency is added to skill check rolls when attempting to deceive.
* Multitasker
	+ At one point, the Multitasker proficiency allows the use of a medical item, or the throwing or dropping of an equipment item, while performing any other action. Utilizing the Multitasker proficiency requires a Finesse check exceeding 10. This is in addition to any other abilities allowing an instance of the same effect. At five points, a successful Finesse check is no longer required.
* Script Kiddie
	+ At one point, the Script Kiddie proficiency allows for one additional Tier 1 or Tier 2 crack slot, as available per your Freelancer’s class and subclass. At five points, another additional slot is unlocked, which can include Tier 3 cracks.
	+ Changing of which tier the slot is included in may occur when adding points to this proficiency.
* Subtle Signs
	+ An old Merc trick, gain the ability to silently communicate with others proficient in Subtle Signs through discreet hand signals. At five points, you may also be able to notice others outside of your party doing the same. Requires line of sight.
* Cryptogram Fluency
	+ Cryptograms are an insider trick within the Cryptech community, small snippets of communication attached to otherwise mundane code. At one point, gain the ability to read and write cryptograms that are explicitly meant to be noticed. At five points, gain the ability to discover cryptograms that were intended to be hidden, as well as write hidden cryptograms of your own.
DAMAGE TYPES

This article lists all damage types and their relevant effects.

## BASIC

This is the most simple type of damage, simply expressed as "damage." This type of damage has no extra interactions.

## BALLISTIC

Ballistic damage is damage from high-velocity sources, such as bullets.

This type of damage ignores Active armor.

## ELECTRICAL

Electrical damage is mitigated by Active armor, reducing it by half.

Three instances of Electrical damage to the same target within one turn-rotation will cause the target to become afflicted by the Stunned condition.

Five instances of Electrical damage to the same target within one turn-rotation will temporarily disable the target's Biomech components, potentially inflicting the Wounded condition until the end of their next turn.

## ENERGY

Energy damage is damage from a plasma or particle-exciter based source.

This type of damage ignores Passive armor.

## HEAT

Heat damage is mitigated by Passive armor, reducing it by half.

Three instances of Heat damage to the same target within one turn-rotation will cause the target to become afflicted by the Burning condition.

Five instances of Heat damage to the same target within one turn-rotation will immolate a significant portion of the target, inflicting the Wounded condition for the remainder of the encounter.

## SYNAPTIC

Synaptic damage is damage caused to a target's mind, whether by implant manipulation or harrowing events.

This type of damage ignores all armor.

Three instances of Synaptic damage to the same target within one turn-rotation reduces the target's FNS modifier by 1 until their next return to their Base of Operations.
QUICK REFERENCE

### CRITICAL HITS

All critical hits multiply damage by 2, not requiring a second roll of a burst or flurry die.

Critical hits are achieved by exceeding a weapon's critical threshold on your chance-to-hit roll. This roll is calculated as a D20 plus the modifier of either your FNS or BRN modifier, as determined by the weapon's "scaling" stat. Cover prevents a target from being struck with a critical hit. Outside of a weapon's effective range, a critical hit is not possible, unless otherwise specified by an ability or special effect.

### SURFACE DAMAGE MITIGATION

#### Cover

Typically, cover reduces damage by half. This reduction in damage may be negated by a weapon with Hardened Core.

#### Armor

Armor types mitigate specific sources of damage, reducing damage dealt by said sources by half.

* Passive Armor - Armor provided by steel or ceramic plates.
	+ Mitigates Heat damage, and Ballistic damage.
* Active Armor - Armor provided by electrical or plasmid materials.
	+ Mitigates Electrical damage, and Energy damage.

Weapons with Hardened Core will ignore mitigation that would be provided by armor.

#### Over-Penetration

Hardened core may present tricky situations in calculating damage. A good rule of thumb is to picture hardened core as having a bonus layer that it may shed to travel through one layer of mitigation or prevention.

* Collateral Damage
	+ In situations where two unarmored enemies are lined up along a shot's path, Hardened core allows the shot to strike both, dealing full damage.
	+ In situations where the first enemy in a shot's path is armored with a type of armor that would mitigate the damage source being dealt, the effect of hardened core is expended to penetrate armor, stopping the shot at the first target, dealing full damage.
	+ In situations where the second enemy in a shot's path is armored with a type of armor that would mitigate the damage source being dealt, the effect of hardened core is expended to penetrate the first enemy, dealing half-damage to the second target.
* Cover Penetration
	+ Cover consumes the effect of Hardened Core, treating hits beyond the cover as if the damage source does not have Hardened Core.

## HIT CALCULATION

### EVASION

A target's Evasiveness may be inflated by the use of clothing items. This final Evasiveness number must be met or exceeded to land a hit with any weapon requiring a Chance-to-Hit roll.

### COVER

A target in-cover has an additional 5 Evasiveness added to their score. This effect may be negated by the Recon (X) Weapon Effect. Targets in-cover may not be critically hit with anything other than a natural 20, unless the PC or NPC firing at them is using a weapon with Recon (X), negating the obscuring effect of the cover.

A PC or NPC firing from cover has a -5 to their Chance-to-Hit rolls. This may be negated by utilizing Recon (X) to peer through their own cover, but the shot's damage will be reduced by half as it passes through cover, unless the weapon used has Hardened Core.

## EFFECTS LISTS

CLOTHING EFFECTS LIST

WEAPON EFFECTS
PYTHONS

### Added Functionality

Grants +5 to all arm-related BRN checks. Prevents damage from punching hard or jagged surfaces. Grants the use of the Pythons unarmed attack.

## SUMMARY

Pythons are as intimidating as they are useful, capable of devastating impacts and crushing grapples. The last thing you'd want from these babies is a firm high-five.
ST-08 SHADE

## SUMMARY

The ST-08 is a versatile toolbox of tactical options, able to fire 40mm shells. The standard loads are High Explosive, Smoke, Electro-Magnetic Smoke, and Buckshot.

The stats listed in each stat block are for the ST-08 with one ammunition type. Alternate ammunition types may be stored in your backpack, taking up 2 storage for each type. You may retrieve these with a Rearm action, swapping your equipped ammunition type with a stowed type of your choice.

Alternate ammunition types are available for purchase at an MSRP of 600 WECs.

WEAPON EFFECTS | WEAPONS LIST

## ST-08 SHADE (EMS)

### Burst Die

1D6, 10' Span | Inflicts Poor Visibility, 15' Span
GRAPPLERS

### Added Functionality

Add +10 to all arm-based BRN checks. Prevents damage from punching hard or jagged surfaces. Grants the use of the Grapplers unarmed attack.

## Grapplers (Unarmed Attack)

### Special Effects

Lacerating | Stopping Power | Wounding Shot

## SUMMARY

The Grapplers are a unique Biomech replacement for a character's arms. At a distance, these finely-tuned instruments are visually indistinguishable from Pythons. The differences, lying in a set of retractable Techsteel claws, only reveal themselves to an intended target far beyond the point of "too late."

## UPGRADE PATHS

The Grapplers may be upgraded further, requiring an additional 25 research to specialize into one of two upgraded forms.

### UPGRADE PATH: CRUSHING GRIP

* With an upgraded array of servos and reinforced sheathing, the Grapplers see a massive increase to potential grip strength.
	+ Grappled enemies may be constricted, applying 2D10+10 damage and inflicting the Bleeding condition as fingers sink into flesh.
	+ Increased grip strength allows a user of the Grapplers to dig into any vertical surface, clinging in place. This allows for one-handed operation of weapons and equipment. Some surfaces remain impenetrable without considerable momentum, and thus prevent scaling using only this method.

### UPGRADE PATH: PRECISION TUNING

* A full-suite upgrade to all sensory and drive systems results in a massive boon in accuracy to tasks performed with the Grapplers.
	+ Gain +5 to FNS checks.
	+ Gain +2 to chance-to-hit rolls.
	+ Gain the ability to catch thrown equipment landing in, or traveling through, your position. This allows you to throw the equipment a maximum of 60' at a target of your choice.
SECURE UNIT

## SUMMARY

The seCure unit is a tool used to record Engrams. A Cryptech may connect this tool to their Terminal Lounger at their Base of Operations.

In order to utilize a seCure unit, the intended target for Engram storage must be present at the Base of Operations.

Engrams captured by a seCure unit are representative of the moment of capture, recording a Freelancer's character sheet information at that time.

If a Freelancer's dead body is in good physical condition, such as if their death was not due to physical damage, and an Engram of that Freelancer is stored, a seCure unit may be used to immediately resuscitate that Freelancer within 1 day of their death.

A character must be living for the seCure unit to successfully capture an Engram.

MSRP for a seCure unit is 23,000 WECs.
L18 "STORMWALL"

## SUMMARY

The L18 "Stormwall" is a burst fire, man-portable artillery unit, capable of deploying a rapid trio of dumbfire rockets which arc before striking downwards upon their target. The damage area of the "Stormwall" is unique, affecting three zones in a linear pattern, 15' in diameter. This creates a total area of effect of 15' by 45', unless one or more of these rockets is blocked or intercepted by environmental elements. If the "Stormwall" is fired in such a way that the environment causes multiple rockets to overlap their area of damage, the overlapped zone will deal 5D8 damage for each contributing rocket.
SKILLS

### RUINS NAVIGATION

Navigate uneven footing or dangerous environments caused by destroyed architecture.

### LIGHT STEP

Avoid toppling or crushing less-than-stable environments when navigating, become harder to track.

### PARKOUR

Discover alternate routes, speed up cross-city navigation.

## INVESTIGATIVE SKILLS

### DETECT PROPERTIES

Understand the properties or functions of an item.

### DETECT TAMPERING

See signs of damage, wear, misuse, or tampering on an item.

### TRACK

Discover traces left behind by a target, see where they headed next.

## PERFORMANCE SKILLS

### GROUP PERSUADE

Convince a large number of people of your viewpoints or motivations, when acting truthfully.

### ACT

Take on a character or persona other than your own.

## EDUCATED SKILLS

### TACTICS

Understand battlefield flow, allowing for predictive actions and strategizing.

### TECH HARDWARE

Understand the function, design, and repair of technological hardware.

### SOFTWARE

Understand the innerworkings of software or cracks.

### MECH HARDWARE

Understand the function, design, and repair of mechanical hardware.

### BIOMECH

Understand the function, design, and repair of biomech components.

### MAINTENANCE

Understand the finer points of care and repair on technological, mechanical, and architectural systems.

### ARCHITECTURE

Understand the design, origin, and planning trends of architecture.

### CIVIL ENGINEER

Understand the design, flow, and code of city planning and civic resources.

### POLITICS

Understand the nature of political theater, gain the ability to engage more effectively in political matters.

## STREETWISE SKILLS

### LOCATION FEATURES

Recall lesser-known features, paths, and hazards or an environment within the city.

### ASSOCIATES

Retain a short list of associates, however distant, that may be available to assist at times.

### VISUAL PAT-DOWN

Detect whether or not a person is carrying weaponry, or is concealing other items on their person.

### SCAVENGE

Scrounge for resources or items in an environment.

### DETECT AFFILIATION

Discover the affiliation of a person or group, identifying what other entities they hold as allies.
RESISTANCE ELDER

### Special Actions

Rally, Heal one ally 1D20 | Inspire, those under the command of the Elder cannot surrender or flee

## SUMMARY

The Resistance Elder has been with their faction for as long as it has existed, often being a founding member of a pocket of Resistance. These NPCs are commonly found wielding energy-based weapons capable of damaging ATAS more efficiently than their ballistic counterparts.
ADVANCED RESEARCH STATION

## SUMMARY

This station may be added to your base of operations in order to accelerate R&D projects. If multiple Freelancers share a base of operations, they may all benefit from the effects of this station.

The Advanced Research Station allows for a Freelancer's TEC or MEC modifier to be added to R&D rolls. Which modifier is used is dependent on what is being researched, and will be determined by the GM. If a Freelancer has a negative modifier in the requisite skill, no penalty is applied. The Advanced Research Station also allows for one Freelancer to have up to two Research and Development projects going at once, rolling for each independently.

The MSRP for an Advanced Research Station is 8000 WECs.
CHROME-WRECKER

## SUMMARY

Chrome-Wrecker is a one-of-a-kind, rocket-powered sledge. This formidable weapon comes with a good few perks over the standard sledge.

* Chrome-Wrecker's rockets may be used to pull its wielder through an arc, allowing for a strike to land up to 10' away, moving the wielder to an adjacent space. This attack reduces the hit die to 1D4.
* Chrome-Wrecker's rockets may allow it to be swung in a full arc around its wielder, striking all adjacent spaces. This attack reduces the hit die to 1D4

## UPGRADE PATHS

Chrome-Wrecker may be upgraded further, requiring an additional 25 research to specialize into one of three upgraded forms.

### UPGRADE PATH: HELLFIRE

* With clever redirection of the rocket heat dissipation vents, alongside a capacitive coil system, strikes from Chrome-Wrecker will deal an additional 1D20 Heat damage. This damage is not affected by critical hits or other multipliers.

### UPGRADE PATH: SHOCK AND AWE

* Chrome-Wrecker may be stunning to behold, but now it's stunning in a more literal sense. The addition of a quad-node arc system allows this weapon to deal an additional 1D20 Electrical damage. This damage is not affected by critical hits or other multipliers.

### UPGRADE PATH: DISRUPTOR

* Bring your enemies to their knees. A new capacitor primed for rapid discharge acts to overload a target's tech, disabling all biomech components and communications for one turn-rotation.
R77 "DESPERADO"

## SUMMARY

The R77 "Desperado" is as impressive as it is irresponsible. Chambered in 11mm Desperado, a specialized round originally crafted for its namesake, this weapon was originally intended as a breaching tool. Still, experienced operators in the field have been known to use the R77 as an anti-personnel tool as well.

WEAPON EFFECTS | WEAPONS LIST
LAWMEN COVERT AGENT

## SUMMARY

Covert Agents of the lawmen can disguise themselves as civilian NPC, standing up to cursory interaction, but potentially being revealed with intense scrutiny. This enemy is a good way to introduce the Lawmen, integrating themselves into the party's orbit of influence once the Freelancers within begin gaining notoriety.
THE NET-PIERCER

## SUMMARY

The Net-Piercer is a common piece of Cryptech equipment, utilized by the Field Operative subclass. A Net-Piercer allows a Cryptech to attempt breaking encryption, granting them access to deep systems. Net-Piercers may also be used to deploy other forms of Tech actions, such as Cracks or surface systems access, without line of sight within a 100' range.

All Cryptechs, unless otherwise specified by the GM, begin with a Net-Piercer in their Armory.

A Field Operative may deploy from their Base of Operations with the Net-Piercer equipped, taking up two Weapons Kit Slots of the Cryptech's choosing.
SPINAL TAP

## SUMMARY

The Spinal Tap is a mechanized spinal graft that allows for the retention and usage of six standard size Klein stims. Two of its six sockets are used at will, being treated as a bonus action. These sockets may hold either a Klein Triage Stim, or a Klein Nerve Stim. The remaining four sockets are used automatically when the wearer's HP reaches or depletes below 25% of their HP maximum. These slots may only contain Klein Triage Stims, an added precaution to prevent cardiac overload. In order to reset this device's mechanisms and prepare new stims, some light equipment is required, relegating a refill to be performed only while at your base of operations.
DPROBE SYSTEM

### Added Functionality

Grants one layer of visual material penetration, concentrated in a narrow cone in the center of the user's field of vision. This effect is disrupted by EM Smoke.

## SUMMARY

Look before you leap. The DProbe System is a common Biomech component for taskforce operatives that find themselves frequently navigating tight urban environments.
C-SEC WATCHER

## SUMMARY

The C-SEC Watcher is the friend you need on any infiltration job. The watcher acts as an early heads up, sending a signal to the link, or similar device, of its user when any motion is detected within its effective area. The watcher will also send a death signal, alerting its owner that it has been destroyed, or otherwise rendered inoperable.

The effects of this item persist until it is destroyed. Any damage on this device will destroy it. Ranged attacks behave as if this device has an Evasion of 16.

This item may be recovered for future use if its location is within reach.
ATAS PROBE

## SUMMARY

The ATAS Probe's appearance typically precedes a seeker. Probes, essentially functioning as hovering cameras, aren't nearly as durable as any other ATAS unit, and aren't meant for combat, but act as remote eyes and ears for the Hive or controlling Seeker. In the presence of a Probe, the players should be advised to act non-conspicuously. If it is clear that a Probe is following a player, that player is soon to be targeted by a Seeker.
BIOMECH COMPONENTS

## HEAD

BALLISTIC CALCULATOR

COPROCESSOR

FULL FACEPLATE

## EYES

DPROBE SYSTEM

FLIR SYSTEM

OCULAR NEURO DOCK

TASKMASTER OCULAR SYSTEM

## MOUTH

TAIPAN

TOX-SCREEN

## TORSO

DRAGONSCALE SUBDERMAL SHEATHING

EELSKIN SUBDERMAL SHEATHING

RHINO SUBDERMAL SHEATHING

SPINAL TAP

## ARMS

ARM NEURO DOCK

BADGERS

PHANTOM SPIKE

PYTHONS

RIPPERS

## HANDS

DECRYPTION KEY

DERMAL INJECTORS

DR-AD SYSTEM

ESS HAND REPLACEMENTS

HAND NEURO DOCK

## LEGS

LEG NEURO DOCK

PFS LEGS

STALKER LEG REPLACEMENTS
NUVOICE VES

### Added Functionality

Allows the user to disguise their voice through modulation and vocal cord manipulation. A skilled user may utilize this component to mimic the voice of another individual.

## SUMMARY

The NuVoice is the bleeding edge of Vocal Emulation Systems. Unlike previous generations, which simply utilized a speaker and audio snippet banks, the NuVoice operates through the manipulation of false vocal cords and folds, creating a truly natural sound.