recursal/Fanatic-Fandom huggingface dataset:
Raine Queen

## Relationships

### Relatives

Oliver Queen (father; deceased);
Sage Al Ghul (mother);
Amir Nyokta (step-father; deceased);
Dinah Laurel Lance (step-mother; deceased);
Malcolm Merlyn (adopt. father; estranged);

Amira Al Ghul (m. half sister);
Connor Hawke (p. half brother);
Robert Queen (p. half brother);
Jason Queen (p. half brother);
Nora Wayne (p. step-sister);
Amelia Lance (p. step-sister);
Jessica Queen (p. half sister);
Alexandra Queen (p. half sister);
Theo Queen (p. half brother);

Sin (p. adopted sister);
Roy Harper (p. adopted brother);
Jade Harper (wife of Roy; separated);
Raegan Nguyen (p. adopted niece);
Lian Nguyen (p. adopted niece);

Noah Wayne (step-nephew);
Matthew Queen (half nephew);
Rachel Queen (half niece);
Teghan Queen (half niece);
Jacqueline Queen (half niece);

Sapphire Al Ghul (m. aunt);
Talia Al Ghul (m. aunt);
Nyssa Raatko (m. half aunt);
Dusan Al Ghul (m. uncle);
Aleksandr Ivanovich Gurenko (m. uncle; deceased);
Thea Queen (p. aunt);
Sara Lance (p. step-aunt);

Hannah Al Ghul (cousin by Nyssa; deceased);
Vasily Vasilevich (first cousin once removed);
Damian Wayne (cousin by Talia);
Mara Al Ghul (cousin by Dusan; deceased);
Rosela Al Ghul (cousin by Sapphire);

Moira Queen (p. grandmother; deceased);
Robert Queen (p. grandfather; deceased);
Melisande (m. grandmother; deceased);
Ra's Al Ghul (m. grandfather; allegedly deceased);
The Sensei (m. great grandfather);

Stephanie MacGregor (p. ancestor);
Alexandra Queen

## General Information

### Nicknames

Alex, Ally, Alexa, Dinah, Moira (by Malcolm Merlyn;
), Lexi, Di (dye) Mo (siblings only)

## Relationships

### Relatives

Oliver Queen (father; deceased);
Dinah Laurel Lance (mother; deceased);
Malcolm Merlyn (adopt. father; estranged);

Connor Hawke (half brother);
Robert Queen (half brother);
Jason Queen (half brother; father figure);
Nora Wayne (half sister; mother figure);
Amelia Lance (half sister);
Jessica Queen (sister);
Theo Queen (twin brother);
Raine Queen (half sister);
Sin (adopted sister);
Roy Harper (adopted brother);

Noah Wayne (nephew by Nora; brother figure);
Matthew Queen (nephew by Jasora);
Rachel Queen (niece by Jasora);
Teghan Queen (niece by Jasora);
Jacqueline Queen (niece by Jasora);

Thea Queen (p. aunt);
Sara Lance (m. aunt);

Moira Queen (p. grandmother; deceased);
Robert Queen (p. grandfather; deceased);
Dinah Drake (p. grandmother);
Quentin Lance (p. grandfather);

Stephanie MacGregor (ancestor);
Nohomode

Due to the frequency of same-sex people in the *Svea* series, the **nohomode** is an option that removes any such mention and content, featured in every applicable game.

Prior to each New Game, a prompt appears that allows each player to customize their experience.

🏳️‍🌈⚣This game features same-sex content, to some extent.

We understand that this type of content is not appropriate for every player.

Would you prefer to disable same-sex content for this playthrough?

In certain countries, the prompt does not appear and the mode is toggled on by default. It might not even appear in the menu to be toggled afterwards.

## Recurring changes

* The info menu does not display characters' sexual orientations.
* Evert, Ramsey, and Ludwig make no mention of their homosexuality.
* Characters in same-sex relationships (Ramsey/Ludwig) are instead perpetually single, but make no mention of it.
Life

The **chime of life** is a mechanic in the *Svea* series, in particular *Chime*. Upon use it fully restores the health of the player character, but also revives and restores the health of all enemies as well as reset their locations, the same effect as resting at a **candle**. The difference is that the health, stamina, and damage dealt by reawakened enemies is increased, an effect that continues to scale with consecutive reawakenings. This resets to normal upon resting at a candle. Mite/Coin dropped, as well as any droppable item, are unaffected.
Mask

**Masks** are heavily featured in the *Svea* series.

In some games, such as *Chime* and *Memoria*, almost all characters wear masks, with their features permanently hidden. Masks are often used to denote rank among enemies.

In others, masks serve as **transformations** for character, temporarily changing their battle properties, but limited by time and durability. This transformation can be a simple one, such as with a change of outfit, or a severe change into a large mech.
Intro

An **intro** is used for most games in the *Svea* series. Either a **dream** that foreshadows future events, or a **memory** of the past, the intro is a limited playable sequence that allows the player to affect the manner in which to actually start the playthrough, most frequently by acquiring **upgrades** early. The player is unable to get a game over in the intro, so surviving longer allows the player a better start of their playthrough.
Noah Nigma

## General Information

### Titles

Mr Nashton, Mr. Richet, Mr. Rudder, Mr. Oxford, Mr. Nigma, Riddle Boy

## Relationships

### Relatives

Edward Nigma Sr. (father);
Unknown (mother, †);
Harley Quinn (step-mother);

Madeline Nigma (daughter; †);

Annette Nashton (eldest sister);
Alexia Isley (possible sister);
Xenia Quinn (step sister);
Edward Nigma Jr (eldest brother);
Nora Nigma (earth 11 counterpart);
Emily Nigma (little sister);
Emily Nigma (little sister);
Allexis Nigma (little sister);
Natalie Nigma (little sister);
Lea Nigma (littlest sister);
Percival Nigma (youngest brother);

Noah Wayne (nephew by Nora);
Matthew Queen (nephew by Nora);
Liam Wayne (nephew by Kels);
Colin Wayne (nephew by Dylan);
Eli Wayne (nephew by Dylan);
Elijah Ward (adopt. nephew by Kels);
Rachel Queen (niece by Nora);
Teghan Queen (niece by Nora);
Jacqueline Queen (niece by Nora);
Emma Wayne (niece by Kels);
Charlotte Todd (niece by Olivia);
Natalie Todd (niece by Olivia);
Enrique Dorrance (adopt. nephew by Jodie);

Tristen Wayne (p. aunt);
Agatha Wayne (p. great aunt);
Jacob Kane (p. great uncle);
Catherine Hamilton (p. great aunt);
Gabi Kane (p. great aunt, †);
Phillip Kane (p. great uncle);
Nathan Kane (p. great uncle);
Kathy Webb (p. great aunt);
Unknown (p. great uncle);
Magdalene Kyle (m. aunt);
Aiden Mason (m. uncle);

Angela Turren (adopt. cousin by Tristen);
Michael Turren (cousin by Tristen);
Gracelynn Wayne (cousin by Tristen);
Thomas Wayne II (cousin by Tristen);
Calleigh Wayne/Wilson (cousin by Tristen);
Lara Wayne (second cousin by Agatha);
Patrick Wayne II (second cousin by Agatha);
Zandra Wayne (second cousin by Agatha);
Carol Wayne (second cousin by Agatha);
Kate Kane (second cousin by Jacob & Gabi);
Elizabeth Kane (second cousin by Jacob & Gabi);
Mary Kane (second cousin by Unknown);
Esmeralda Kane (third cousin by Elizabeth);
Nick Calabrese (second cousin);
Antonia Calabrese (second cousin);

Unknown Grandparents
Interrupt

**Interrupt** in the *Svea* series is when an attack hits the opposing unit, **interrupting** their current action and animation. This almost always results in **hitstun** as well.

Idle animations have no resistance to interruption. Furthermore, in punishing games like *Exil*, the playable character has little to no resistance on any regular animation, while the enemy has very high resistance on every animation.

To note is that the ability to interrupt is a metric that increases with each failed strike; even though the player may not interrupt the enemy with the first strike, consecutive strikes increase the metric to eventually allow for an interrupt, resetting the metric down to 0.
Tristen Wayne

## Tristen Wilson

### Aliases

Turrant Ten, Agent Turren, Agent Wayne, FBI Wayne, FBI Turren, FBI Wilson, Black Ops Turrant Ten

### Titles

Ms. Turren, Ms. Wayne (formerly), Mrs. Turren (formerly), Mrs. Wilson (formal)

## Relationships

### Relatives

Thomas Wayne (father; †);
Martha Wayne (mother; †);
Mrs. Anders (adopt. mother);
Mr. Anders (adopt. father);

Daniel Turren (first husband; †);
Slade Wilson (second husband);

Grant Wilson (step-son; †);
Rose Wilson (step-daughter);
Joseph Wilson (step-son);
Angela Landon (adopt. daughter);
Michael Turren (son);
Thomas Wayne II (son);
Gracelynn Wayne (daughter);
Calleigh Wayne/Wilson (daughter);

Bruce Wayne (older brother);

Kelsey Wayne (niece);
Helena Kyle (step-niece);
Melissa Kyle/Wayne (niece);
Jodie Kyle (step-niece);
Nora Wayne (niece);
Amelia Wayne (niece);
Olivia Wayne (niece);
Amberle Wayne (niece);
Lucy Kyle (niece);
Barbara Gordon (niece figure);
Johanna Grayson (adopt. niece);
Stephanie Brown (niece figure);
Cassandra Cain (adopt. niece);
Trinity Wells (adopt. niece);
Emma Wayne (great-niece by Kels);
Madeline Nigma (great-niece by Melissa);
Emily Knight (great-niece by Melissa);
Daniella Kyle (adopt. great-niece by Melissa);
Maria Knight (great-niece by Melissa);
Rachel Queen (great-niece by Nora);
Teghan Queen (great-niece by Nora);
Jacqueline Queen (great-niece by Nora);
Charlotte Todd (great-niece by Olivia);
Natalie Todd (great-niece by Olivia);
Dylan Wayne (nephew);
Hayden Wayne/Jet (nephew);
Robert Wayne (nephew);
Damian Wayne (nephew);
Jonas Wayne (nephew);
Richard Grayson (adopt. nephew);
Jason Todd (adopt. nephew);
Timothy Drake (adopt. nephew);
Noah Wayne (great-nephew by Nora);
Matthew Queen (great-nephew by Nora);
Liam Wayne (great-nephew by Kels);
Charles Knight (great-nephew by Melissa);
Dylan Kyle (adopt. great-nephew by Melissa);
Khyan Knight (great-nephew by Melissa);
Colin Wayne (great-nephew by Dylan);
Eli Wayne (great-nephew by Dylan);
Elijah Ward (adopt. great-nephew by Kels);

Agatha Wayne (p. aunt);
Silas Wayne (p. great uncle);
Joshua Wayne (p. great-great-great granduncle);
Unnamed (p. great-great granduncle);
Nathan Kane (m. uncle);
Jacob Kane (m. uncle);
Phillip Kane (m. uncle);
Kathy Webb-Kane (p. aunt);
Gabi Kane (p. aunt);
Catherine Hamilton-Kane (p. aunt);

Lara Wayne (p. cousin);
Patrick Wayne II (p. cousin);
Carol Wayne (p. cousin);
Zandra Wayne (p. cousin);
Kate Kane (m. cousin);
Beth Kane (m. cousin);
Mary Kane (m. cousin);

Roderick Kane (m. grandfather; †);
Elizabeth Kane (m. grandmother; †);
Robert Kane (m. great grandfather; †);
Cameron Kane (m. great great grandfather; †);

Patrick Wayne (p. grandfather; †);
Kenneth Wayne (p. great grandfather; †);
Laura Elizabeth (p. great grandmother; †);
Alan Wayne (p. great great grandfather; †);
Katie Van Derm (p. great great grandmother; †);
Catherine Van Derm (p. great great great grandmother; †);
Solomon Wayne (p. great great great grandfather; †);
Dorothea Wayne (p. great great great grandmother; †);
Charles Wayne (p. great great great great grandfather; †);
Constance Wayne (p. great great great great grandmother; †);
Valve

**Valve** is a recurring upgrade system in the *Svea* series. Instead of directly increasing a unit's stat, the valve system requires you to convert points from one stat to the other, each conversion being represented by a specific valve. Every combination of 2 stats are not available as a corresponding valve, however.

Valves can be turned in either direction, at set steps. More steps are unlocked via experience points, also at fixed intervals. This helps the stat changes to feel tangible and meaningful.

The actual stat points allocated by turning valves are unique to each unit, and do not need to follow a linear pattern or "fair" pattern. The Speed stat, for example, is often increased very little, while costing a lot of other stats to do so, as Speed is often the most valuable.

## Example: Current States of Multiple Valves

BonsOffense: 40 → 53Defense: 40 → 24Speed: 40 → 38

## In other games

* Tactics Tweaker (*Ni No Kuni 2*).
	+ To note is that this implementation focuses only on positive outcomes; increasing one end of the valve, to increase the "stat" of that end, has no impact on the other side. Only bonuses arise from changing sliders, never any penalties.

## Design

* 3 valves of the same character. Each is altered in stages separately, independent from one another, and the results are then added together.

* Reference table. This is not visible in-game, only each step at a time.

### Stages

2⁄4
2⁄4
Rescue

*Inspiration: Performapal Life Swordsman.*
**Rescue** is an **archetype** in *Stark*. It revolves primarily around Life Point restoration, and effects that activate in response to Life Point gain. Other recovery effects may apply instead/also.

1. Rescue - Spellbook Apprentice
	* Castable Act: Increase your opponent's Life Points by 5; draw 1 card.
2. Rescue - Swordsman
	* Reaction (either player's turn): When your opponent gains Life Points; you can Special Summon this primed card.
3. Emergency Retreat
	* Activatable during your turn or your opponent's Standby Phase.
	* Banish 1 unit on your field; select 1 player to gain LP equal to the ATK of the banished unit. If you target yourself with this effect, your LP cannot be increased beyond 10 with this effect.
	* During your opponent's End Phase; you can banish this card to Special Summon the unit banished with this card's effect.
Evade

**Evade** is a mechanic in the real-time games of the *Svea* series, in particular *Chime*.

Pressing the  has the player become intangible for a brief moment, during which they cannot be hit with any attack. While the move has no wind-up frames, it does have recovery time, during which the player is vulnerable.

Inputting a direction and pressing  causes the player to **sidestep**, which allows the player to move a decent distance while evading, at the cost of increased recovery time. In contrast, standing still while pressing  has the player **parry**, which has decreased recovery time but also decreased intangibility frames, leaving the player in a more vulnerable position.

Evading with good **timing** fills the consumable bars (Hyper/Support/Sabotage/Snipe) of the player. In particular, **parrying** with good timing reflects projectiles as well as inflicts breakage.

Parrying attacks greatly reduces the recovery time of the evasion, while still keeping the intangibility and reflection statuses. This allows for multiple consecutive parties, vital for rapid projectiles. While parrying is more risky compared to sidestepping, this gives it much more reward for proper execution.
Support/Sabotage

**Support/Sabotage** is a recurring system in the *Svea* series.

## Effect

During battles, the two Support/Sabotage bars charge as successful actions are performed. The bars both begin at 0 unless certain initial effects are in place. While on the field, the bars begin to decay.

## In simulated-time games (*Artifice*)

Support/Sabotage points can be consumed by any unit to augment the party or add ailments to the enemy, respectively. The bars are consumed separately, and cost no stamina and little time.

A few Support/Sabotage abilities are specific to a Hero/Mon, and automatically made available when it is their turn to act.

## In real-time games (*Chime*)

Certain Support/Sabotage effects can be "equipped" to a weapon and/or snipe. Upon attacking, the effect is applied with each hit, and the bars are drained accordingly.

## Support

**Support** effects are unlocked as the game progresses and through exploration.

Healing effects are limited, due to the emphasis on separation from other categories of assistance.

## Sabotage

**Sabotage** effects are unlocked akin to Support effects. They include:

 Sands of Time
 Daze

## Support/Sabotage

Some abilities consume from both **Support/Sabotage** bars. These effects generally impact both enemies and allies alike. They include:

## Item

**Items** that mimic Support/Sabotage effects are available to purchase as well as win from enemies. They are limited by their quantity, fixed efficiency, and far slower time consumption, but are made available sooner than their counterparts. They include:

 Large Self-Kit

## Appearances

* *Artifice*
* *Ire*
* *Xero*
Base

**Base building** is a gameplay feature in some games in the *Svea* series.

Generally, constructions need to be created to gather **resources**; when placed, as long as that resource is present withing its **radius**, the gathering is automatic. No units perform resource-gathering labour. Placing the same construction near another instead creates a **path**; effectively extending the construct's radius, allowing resources to travel to **storage** without being right next to it.

Generally, constructions only operate if they have **power**. This is the non-automated feature that the player is responsible. As they have a very small amount of units to control, these can be assigned to constructs to recharge their power meter.

## Planet

In games where the world is a **planet system**, resources can be sent to others via **postal cannons**.
AI

**AI**, short for **Artificial Intelligence**, is present in the *Svea* series whenever a computer-controlled unit acts.

## *Chime*

In *Chime*, regular enemies have different "**AI Blocks**" that determine their behaviour.

* **Ambush**
	+ Not present in all enemies.
	+ Applies to enemies that are "hidden" or placed in odd locations such as clinging onto walls.
	+ Unique to each enemy unit in question, not the enemy type.
	+ Determine how they are to act when the enemy approaches for the first time.
	+ If the enemy manages to exit their **leash distance/zone**, they will instead use the next type as they return to their position.
* **Patrol**
	+ Can be as simple as standing in place, which is often the case for "ambush" enemies that return to their original location.
	+ Present in all enemies, regardless how limited.
	+ Can have a predetermined path to walk about in, or loop around.
	+ Unique to each enemy unit in question, not the enemy type.
* **Approach**
	+ Determines how an enemy unit acts when spotting the enemy.
	+ For ranged enemies, this can be firing a bow or throwing a rock.
	+ For melee enemies, this is often running up to.
* **Brawl**
	+ Used when the player has caught up to the enemy and the "fight" begins.
	+ For ranged enemies, this usually involves them changing up their tactics to melee, or even run away to continuing firing arrows.

Bosses have unique AI, seeing as they are always met in battle.
Vers

File:Placeholder (Vers).png
*****Vers***** is a **active-time** **role-playing** video game in the *Svea* series, currently in development.

## Gameplay

* Basic attack () has no limitation, and reduces cooldown of abilities slightly with each hit.
* Perfect block/evade () also reduces cooldowns slightly.
* Heroes not in control will normally not use cooldown abilities, but will basic attack and block to "charge" their abilities.
* Many cooldown abilities have stacks.

## Heroes

*Hero (Vers)*

 File:Evert (Vers).png | Evert | B
 File:Ludwig (Vers).png | Ludwig | A
Party attack

The **party attack** is a feature in a select few games in the *Svea* series.

Utilizing the entire party, both active and passive, the attack takes on a slightly different form depending on the passive party size.

## In simulated-time games

### *Artifice*

In *Artifice*, activating the party attack lets each party member strike once.

### *Artisan*

In *Artisan*, the amount of passive party members determine the amount of hits and thus effectiveness of the attack. Mini-icons swirl around as the attack progresses. In *Artisan*, it is rainbow themed.

## In real-time games

### *Chime*

There is no party in *Chime*, as the player may only create and control one character per playthrough. Thus, there is no party attack.
Arcé (Artifice)

*Purge*

*Arcé is considered to be one of a kind. It is completely unmatched.*
**Arcé** is an enemy in *Artifice*. It can be recruited only after facing it as the game's final superboss.

## Abilities

### Actives

ⁿ/ₐSpins rapidly.
 Basic  Basic attack.  Beast 0

Template:Artifice/Active/Targeting

50  10

### Passives

Spins rapidly.

Fresh Start

## Stats

* The Health of player-controller units cap at 1000.
Outstanding Girl

**Outstanding Girl** is an archetype in *Stark*. Its member units are all female. Synonymous with "Outstanding Woman".

## Single-player campaign

Outstanding Girl Kahlu♡ ◇☆ I∙ Unit ∙ Outstanding Girl ∙ Female ∙ Canine.⚔ StrikeOutstanding Girl Monica♡ ◇☆ I∙ Unit ∙ Outstanding Girl ∙ Female ∙ Bovine.⚔ StrikeOutstanding Woman – Diplomat Marie♡ ◇1➕ I∙ Unit ∙ Outstanding Girl ∙ Outstanding Woman∙ Female ∙ Humanoid.ReactionsScope:During your opponent's turn.Summoned, Primed.Once per turn.🔗 Negate 1 attack. 🔗⚔ StrikeMagicalized Dream◇◇∙ Non-Unit ∙ Outstanding GirlActivationPay 1 stamina with this card; Summon the first Level-1 "Outstanding Girl" unit from your Deck to your side of the field. You can now pay Life points in multiples of 2; for each 2 Life points paid with this effect, grant the unit summoned with this effect 1 conditional SOUL (expires when leaving the field). Exhaust.Dreams of Girl◇◇∙ Non-Unit ∙ Outstanding GirlActivationPay 1 stamina with this card; Special Summon the first Level-1 "Outstanding Girl" unit from your Deck to your side of the field. Exhaust.Magics of Girl◇◇∙ Non-Unit ∙ Outstanding GirlActivationPay 1 stamina with this card; target 1 unit on the field; return it to the Deck. Exhaust.
Variant

**Variants** concern abilities with a **shared cooldown** in the *Svea* series. Most applicable to **hypers**, variants also concern generic abilities that can be imbued with elemental or status effects.

Selecting an ability that has variants unlocked brings up a sub-menu where the player specifies which ability is to be used.

Pending:

Separate cooldown for the ability and the variant? So some variant gives a low cooldown to the ability but a long to the variant, so other variants may be used after a while?
What is the real benefit to this though? Only the Ultimage may be eligible for this.

## Example

1. * Ruin – Deals minor magical damage.
		+ Fire – Deals minor magical fire damage.
		+ Blizzard – Deals minor magical ice damage.
		+ Thunder – Deals minor magical lightning damage.
	* Ruinra – Deals moderate magical damage.
		+ Fira – Deals moderate magical fire damage.
		+ Blizzara – Deals moderate magical ice damage.
		+ Thundara – Deals moderate magical lightning damage.
	* Ruinga – Deals major magical damage.
		+ Firaga – Deals major magical fire damage.
		+ Blizzaga – Deals major magical ice damage.
		+ Thundaga – Deals major magical lightning damage.
2. * – Swipe
		+ Left Swipe
		+ Right Swipe
	* Nul –
		+ Nul Blaze
		+ Nul Frost
		+ Nul Shock
		+ Nul All
Wing

**Wings** are featured in the *Svea* series, although in a conjured, disjointed fashion to the character using them.

## In real-time games

### *Planet*

In *Planet*, the player characters use **wings** for platforming challenges on the various planetoids.

In order to travel between the suspended planetoids, the player can hold the wings button down in order to gather energy. Releasing creates massive wings, strong enough to leave the gravitational force of the planetoid, in order to use the small wings to travel towards another.

### *Plight*

In *Plight*, all playable characters can activate **wings**, consuming a **resource** while active that is indicated by the strength of the manifested floating wings diagonally behind the character. Tapping or holding  gives the character constant speed in said direction, whereas the  button can be pressed to toggle **lock-in**; this keeps the latest direction as  can be released. The player has independent movement from their standard moveset, as the wings effect do not override, only complement.

Using the  button, the wings are instead used for **stage control**; each stage has some form of manipulatable element, consuming wings resource manipulates the element in a pre-determined manner. Each "state" of the element has a fixed amount of options, which each player needs to memorize.

#### Steam Tower

On the stage *Steam Tower*, a central pillar holds up the middle of the stage. When in its default position, the stage is flat and normal-looking. From default,   causes the gears to turn, and the central pillar to rise up, creating a wall between the left and right halves, although 2 semi-solid platforms allow players to jump up to its top. From default,   will lower the pillar below the screen, creating a hole in the center of the stage.
Snipe

**Snipe** is a mechanic in *Chime*, and some other games in the *Svea* series.

By filling a **snipe meter** in the manner of bonuses, the player can utilize a long-range, aimed, instant attack, unlike any other available to them.

The meter is divided into segments, and each snipe consumes one piece.

Snipe can be used with insufficient resource, but this imbues a lengthy cast time.

## Support/Sabotage

By also consuming **support/sabotage**, its effects can be combined.

 Cold

 ↓ Defense ↓
 ↓ Damage ↓
Disable

**Disables** are a category of status ailments in the *Svea* series.

Inflicted as any build-up ailment, when active disables negate the effects of an attribute of the inflicted.

## Disable bonus

As long as **disable bonus** is active, the ailing unit is unable to activate the bonus effects of their abilities.

## Disable hyper

As long as **disable hyper** is active, the ailing unit is unable to activate their hyper ability.

## Disable movement

As long as **disable movement** is active, the ailing unit is unable to move on their own accord.

## Disable reaction

As long as **disable reaction** is active, the ailing unit is unable to receive reaction prompts. This becomes vital for certain boss battles and their final attacks, which may wipe out the party or revive themselves.
Targeting

Three types of **targeting** exist in **turn-based** (*Artifice*/*Artisan*) games of the *Svea* series: instant/unit (default), charged/tile, and trap. The first of which comes in two variants concerning aggro: unit and team.

## Instant/Unit targeting

**Instant**/**Unit** **targeting** selects units, after which the effects are applied instantly.

For abilities that target a **number** of **units**, aggro heavily comes into play.

For abilities that target a **team** aggro is completely ignored. These abilities are thus weaker and more rare.

### Second targeting

Some abilities affect enemies and allies, in **two parts**. Once the enemies have been affected, the player is prompted to select allies for the second part of the ability. This type of targeting is always the Instant type.

An example would be Vampiric abilities: First, a number of enemies are targeted and dealt damage to. This damage is the sole factor of the second part's efficiency. The player then targets a number of allies, which are healed proportionately to the combined damage that was dealt.

## Charged/Tile targeting

**Charged**/**Tile** **targeting** selects a number of tiles, after which a charging period begins. When this period is over, the effects are applied to any unit located on each tile.

## Trap targeting

**Trap** **targeting** selects a number of tiles, after which the effects are applied immediately. Any unit not already located on affected tiles that moves onto one suffers from its effects. A priming period and a duration may apply.
Status

Various **status** effects exist in the *Svea* series.

## Stat rubbers

*Referred to as: stat rubbers, directs, self-normalizers.*
**Stat rubbers** reflect the **direct** impact a status effect has on a units efficiency. Using **Support/Sabotage** allows the manipulation of stat rubbers directly without a workaround.
Using inflicts the target with status effects **directly** through **stat rubbers**. These are modifiers of the **stats** of a unit that can either decrease or increase its efficiency, but always return to normal after time. Each application stall the decay briefly, unless at peak at which they prolong it indefinitely.

## Build-ups

*Referred to as: build-ups, workarounds, eventuals, vias.*
Passive effects of abilities, generally bonus effects, inflict the target with status effects **eventually**. **Build-ups** require a threshold to be hit before activated.

Build-ups begin to decay after an initial delay. Once active, its icon is shown with negative colors, its effects are applied, and inflicting more build-up effects now extend duration.

Ailments have **build-up resistance** that depend on the unit type, but no enemies or allies can be completely immune. The higher resistance, the higher the threshold, but also the higher amount of stat rubber is inflicted.

Several categories of build-up statuses exist.

### Build-up stat rubbers

**Build-up stat rubbers** inflict a type of stat rubber upon activation, and further infliction directly in-/decreases stat rubbers.

Damage dealtDefenseSupport dealtSpeedAccuracyEvasionSpecial charge rate
### Build-up damages

**Build-up damages** inflict a type of damage upon activation, and further infliction directly in-/decreases damage.

Decaying health damageAnti-healStamina damageTime damage
### Build-up disables

While active, **build-up disables** inflict a type of disable upon the target.

Disables HypersDisables countersDisables finalsDisables moveDisables bonuses
## Application

### *Artifice*

The first option in the abilities menu is the multi-Support/Sabotage option. Using it, a list of possible Support effects are displayed, as well as a separate list of Sabotage effects. The player can freely toggle any of the options in 1 of the lists, which creates an ability that applies those effects to the target(s).

The second option is the specific Support/Sabotage option, which brings up a list of specific abilities that are not generic stat changes, where some may be unique to the unit activating it.

### *Chime*

In *Chime*, the  button is pressed to heal. Holding the button brings up a radial menu with whatever buffs are applicable to the player. Letting go cancels the application. Tilting the  stick anywhere but directly up or down applies the buff of the highlighted selection. Tilting the  stick up uses the Auto option, where 1 buff that is the most useful against the current enemy is applied. Tiling the  stick down uses the All option, where all buffs are applied simultaneously, with a combined cast time. The entire cast must be completed to receive any buff.
Passive Point

*Inspiration: Magic Stone (Final Fantasy IX), and not Gem (Xenoblade).*
Any non- direct attribute alteration to a character in the form of **passive abilities**, including reaction abilities, are equipped using **passive points**; a character's passive capacity that increases as the game progresses. Equipped passive "abilities" all have levels of strength as well, that the player can equip more points into to further increase the efficiency. Due to this system, it is eventually possible for the player to have every passive ability equipped at once, though this does not happen until endgame, since certain **combinations** of passive abilities increase the equip cost of other abilities, while equipped. This ensures that overpowered synergies are difficult to realize.

Passive abilities include:

* Increased statistical performance of mechanics: e.g. increasing the health regained or the duration of Rally (*Bloodborne*).
* Status resistances: e.g. reduced build-up, or duration while in-effect, or severity of the Chill status.

## Valve

* The more I think about this... this is just a mechanic that might work better in Valve, if all the changes are meant to be numeric/levelable anyway.
* Just create a new set of Valves for this?
* Or use this, but the player *must* be able to *decrease* levels as well.
Exo

*Эксо*  '(Резак) - это все сторонний (all-round), крабовидный миньон, который сопровождает Энкобо (Enkobo) в своем путешествии, чтобы победить тьму, которая окружала мир. Эксо - гордый приспешник Миньона (Minion) Бога Меркурия.
Магический атакующий средней линии. Использует свой C-удар, чтобы нанести большой урон.

## Внешность

Экзо имеет синюю оболочку, которая покрывает его тело и служит в качестве доспехов. Эта оболочка защищает его от физических атак, в то время как его острые шипы, как бритвы угрожают почти любому противнику, с которым он сталкивается.

## Индивидуальность

Exo имеет очень непринужденную индивидуальность. Экзо любит прогуливаться по пляжу и пытается избежать конфронтации с другими миньонами. Несмотря на свою непринужденную личность, Эксо - очень мудрый миньон и часто дает советы другим миньонам.

## Силы и способности

Экзо - универсал, использует магическую атаку и запугивает своих противников. Экзо - это истребитель среднего ряда и иногда требует защиты от тяжелого урона.

### **Пробуждение**

     В своем пробужденном состоянии Экзо будет выбрасывать изогнутые шипы из спины, его раковина станет красной.

Because Exo is an All-round, during awakening, Exo will have 50% increase in HP, Physical Attack and Magical Attack.

### **Способности**

Как и большинство миньонов, у Эксо есть три активных навыка и один пассивный навык.

### **Комбо**

Endless Mana

Deadly Mirrors

### **Одежда**

Когда Экзо надел одежду, он будет носить свою любимую раковину. Это увеличивает базовую статистику до 5% - 10%.

 лвл 10 бонус
 лвл 25 бонус

## Talents

* Grey
* Зеленый
* Синий
* Фиолетовый
* Оранжевый

* Grey

* Зеленый
* Зеленый+1

* Синий
* Синий+1
* Синий+2

* Фиолетовый
* Фиолетовый+1
* Фиолетовый+2
* Фиолетовый+3
* Фиолетовый+4

* Оранжевый
* Оранжевый+1
* Оранжевый+2
* Оранжевый+3

### **Стратегия**

Благодаря высокому урону по одной цели и замедлению врагов, Экзо особенно полезен против боссов Гильдии и боссов Запределья. Не игнорируйте его и в тренировочном лагере, и с его навыками он может стать эффективным противником танков в Тумане и на Арене.

Эксо хорошо сочетается с Чомпом (Chomp), еще одним сильным миньоном с атакой по одной цели и Скорпио (Skorpio), который еще больше усиливает атаку Эксо. Добавьте к этому прочного танка, чтобы защитить их и наблюдать, как ваши враги тают начиная с переднего ряда.
Upgrade group

**Upgradeable stats** in the *Svea* series are **grouped**, due to the mechanics of upgrade currency and rentals.

## Groups

### Basic attack

 Break
 Stability

### Added status

 ↓Defense↓
 ↓Damage↓
 ↓Topple↓
 ↓Support↓
 ↓Speed↓
 ↓Accuracy↓
 ↓Evasion↓
 ↓Charge↓

### Status affinity

 ↓Damage↓
 ↓Topple↓
 ↓Support↓
 ↓Speed↓
 ↓Accuracy↓
 ↓Evasion↓
 ↓Charge↓

## Discussion

* In a game like *Final Fantasy X* (with one of the best equipment systems), equipment can have slots in each group.
* 0-? in each.
* This would allow status defense in otherwise good equipment, and not just equipped when facing 1 specific enemy.
Collapse

**Collapse** is a mechanic in the *Svea* series. Most frequently known as **death** or **KO** in other game series.

A unit is collapsed when their health is reduced below 0. While collapsed, they are unable to act or receive turns, but are still able to be targeted, abilities losing much of their effectiveness. Their health will slowly regain from negative, after which they will recover from collapse. Collapsed units may be placed in the passive party, but this stops their innate regeneration. Healing from allies will recover health, and the Support ability Get Up will remove all negative health at the cost of 100% of the meter.
Lindsey Snyder

Joseph Nightgale (husband);
Malina David (current girlfriend);
Rosamund Nightgale (daughter);

Melissa Kyle/Wayne (sister figure);
Tilly (sister figure);
Natalie (sister figure);
Kimmy (sister figure);
Patty (sister figure);
Ginger (sister figure);

William Granger (m. great uncle);

Penelope Granger (second cousin);

George Beckett (m. grandfather)Rachel Beckett (m. grandmother)Unknown G. Grandparents
Aggro

**Aggro** is a mechanic in most games of the *Svea* series, as well as a pseudo-stat.

## In simulated-time games

In the **simulated-time** (*Artifice*/*Artisan*) games, aggro affects which abilities may target a unit. To calculate which moves, the highest aggro on the team is subtracted by the current aggro of the user, which is then compared to the aggro-allowance of the ability in question. An ability with a lower aggro-allowance stat than said amount may not be used on that target.

For example: Unit A of a team has the highest aggro of 20. Unit C of a team has the lowest aggro of 5. Enemy D may not use any ability with lower than 15 (

20
−
# 5
15

{\displaystyle 20 - 5 = 15}

) aggro-allowance against Unit C, but they may use any ability (

20
−
# 20
0

{\displaystyle 20 - 20 = 0}

) against Unit A.

Breakage inflicted increases the higher the cumulated aggro is on a unit.
Platforming

**Platforming** in the *Svea* series consume **stamina** for most of its climbing mechanics. Running out of stamina slowly decreases the player's stamina capacity (in a similar manner to topple) which will remain with the player, even in battle. This penalty can reach a fourth at worst. Losing too much stamina capacity causes the player to drop and be dealt fall damage, or even die. Fall damage can reach 1 health at its lowest, which will not regenerate for a duration, but can penalize the player even further than 1 health in the form of anti-health.

For jumping, the player has a dedicated **grip** button that must be held (with decent timing) to grab onto a ledge.
Foundation

**Foundation** is a special game mode in the *Svea* series. While using it, the player starts the game at point 0, with nothing unlocked or upgraded. The game cannot be saved, and will end when the player dies, and at a certain point of the game, usually after defeating a storyline boss. Occasionally, the game mode is on a timer.

This game mode takes place in a slightly alternate world, in which all plot and most NPCs are removed. Locked shortcuts and paths remain as they would at the start of a normal game.

After successfully completing a run, all accomplished points will be saved, which can then be carried over when starting a new game, and even in the middle of any ongoing playthrough. As everything is obtainable during a normal run of the game, and in this case the player did so for the sake of a challenge, the player can start with these upgrades already acquired.

While upgrade capacity carries over, upgrade currency or materials do not, as the player will still need to fight enemies to upgrade their aspects.

Foundation could be comparable to a playable demo, in which the progress later carries over to the full game. In order to 100% the game, the player needs to perfect the foundation game mode.

## *Artisan*

Foundation is featured in ***Artisan***. As the stats of Mons are randomized, the player is able to grind until a Mon with perfectly distributed stats and caps of valves are found, which then enables this Mon to begin the journey in a main game.

## If foundation existed in other games

### *Dark Souls*

* Without killing any boss, the player is able to get things such as the Zweihander, Gravelord Sword, Fire Keeper Soul, Grass Crest Shield, Ring of Favor and Protection, the Knight Set, Wolf Ring, and Havel's Ring.
* Killing Pinwheel grants the Rite of Kindling, as well as a random mask (Father/Mother/Child).
* Killing the Moonlight Butterfly grants the Divine Ember and the Watchtower Basement Key.

### *Lightning Returns: Final Fantasy XIII*

* During Day 1, the player can acquire for example the powerful Miqo'te Dress.

### *Pokémon Omega Ruby*

* Before the first boss, the player is able to grind, using the DexNav, a Ralts with perfect IVs, the ability Trace, and with an egg move such as Destiny Bond.

## Variant: Foundation as a per Boss

* The game keeps track of the amount of items (and which) the player has acquired before fighting each boss.
* The goal is to be able to sequence break as much as possible, before *each* of the bosses in the game.
* This allows the player to take them on in a sort of Boss Rush mode, *with* the best set of items gathered.
Leorvae (Artifice)

*Purge*
File:Leorvae (Artifice).png
*Found in clearings, Leorvae are the kings of the Woods.*
**Leorvae** is an enemy in *Artifice*.

## Breaks

 Max
 100
 Effect

## Actives

 1
 1
 Side

## Passives

 * When appearing, sets the weather to rain.
 * When appearing, sets the time of day to dawn.
+ Wood ↦ 1.25×
 * The user's  is increased by 1.25× during dawn.

## Stats

* The Health of player-controller units cap at 1000.
Ultimage

The **Ultimage** or **Ultimatus** is a recurring character in the *Svea* series. The character is notable for exclusively having high-cost high-power abilities, with little to no other option.

## *Artifice*

The Ultimage appears as a playable character. All of their abilities consume high stamina and time, and have long cooldowns.

 Disaster
 Miracle
 Salvation
Jessica Queen

## General Information

### Aliases

Jess, Jessica, Sara, Jessica Queen, Sara Queen, Laina Lockett, Mrs. Lockett

## Relationships

### Relatives

Oliver Queen (father; deceased);
Dinah Laurel Lance (mother; deceased);

Connor Hawke (half brother);
Robert Queen (half brother);
Jason Queen (half brother);
Nora Wayne (half sister);
Amelia Lance (half sister);
Alexandra Queen (sister);
Theo Queen (brother);
Raine Queen (half sister);
Sin (adopted sister);
Roy Harper (adopted brother);

Noah Wayne (nephew by Nora);
Matthew Queen (nephew by Jasora);
Rachel Queen (niece by Jasora);
Teghan Queen (niece by Jasora);
Jacqueline Queen (niece by Jasora);

Thea Queen (p. aunt);
Sara Lance (m. aunt);

Moira Queen (p. grandmother; deceased);
Robert Queen (p. grandfather; deceased);
Dinah Drake (p. grandmother);
Quentin Lance (p. grandfather);

Stephanie MacGregor (ancestor);
Stat rubber

**Stat rubber** are a mechanic in most games of the *Svea* series.

Each potential status effect has a **duration**, that ranges from negative 100 to 0 to positive 100. This duration **decays** back to 0 over time, more rapidly the further from 0 the status is. The duration of a status also affects its efficiency.

 Damage
 Breakage
 Support

## In real-time games

In the **real-time** (*Chime*/*Xero*) games, decaying statuses have their duration reduced each decisecond.

## In simulated-time games

In the **simulated-time** (*Artifice*/*Artisan*) games, decaying statuses have their duration reduced with each "tick".
Poise

**Poise** is a mechanic in the *Svea* series, most notably *Chime*.

Poise is a mobile stat of all units, determined by defensive equipment, that decreases upon being dealt damage proportionate to the ability that dealt damage. When poise is reduced below 0, the unit will suffer hitstun, whereas otherwise no stun will be applied. When poise has not been dealt damage to in a moment, it will begin to rapidly regenerate.
HUD

The **HUD** is the graphical element that displays relevant info in the *Svea* series. It varies from game to game.

## *Chime*

### Topple Status

* Notes:
	+ Topple amount has no decay for a brief period, then begins to decay with a gradually increasing speed.
	+ Topple decreases for each successful hit to an enemy, even prior to its decay.
Character creator

## Ethnic origin

* Each ethnic origin has a default model, that can be manipulated in finite ways. Available hair styles are dependent on ethnic origin. Available hair colors are dependent on hair styles.

1. Northwestern
	* Hair colors:
		1. Red
		2. Red-Blond
		3. Red-Black
		4. Light blond
		5. Medium blond
		6. Dark blond
		7. Light brown
		8. Medium brown
		9. Dark brown
		10. Black
2. Mediterranean
	* Hair colors:
		1. Light brown
		2. Medium brown
		3. Dark brown
		4. Black
3. Eurasian
	* Hair colors:
		1. Light brown
		2. Medium brown
		3. Dark brown
		4. Black
4. MENA
	* Hair colors:
		1. Light brown
		2. Medium brown
		3. Dark brown
		4. Black
5. African
	* Hair colors:
		1. Dark brown
		2. Black
6. South Asian
	* Hair colors:
		1. Dark brown
		2. Black
7. East Asian
	* Hair colors:
		1. Dark brown
		2. Black
8. Southeast Asian
	* Hair colors:
		1. Dark brown
		2. Black
9. Latin
	* Hair colors:
		1. Light brown
		2. Medium brown
		3. Dark brown
		4. Black
Jodie Kyle

## Jodie Eve Kyle

### Nicknames

Baby Girl, Little Girl, Jodie, Eve, Eva (by Melissa Kyle), Daisy, Princessa (by Bane), Miss. Jodie Kyle (legally changed), Emmy, Marisol, Mari

### Aliases

Knockout (current); Wolfsbane, SilverClaw, K.O

## Physical Description

### Eye Color, & Shape

brown (naturally), green (color contacts)

## Relationships

### Relatives

Bane (father; estranged);
Unknown (mother; †);
Selina Kyle (adoptive mother);

Enrique Dorrance (son);

Mariposa Dorrance (twin sister);
Rico Dorrance (brother);
Aurora Dorrance (p. half sister);
Jesenia Dorrance (p. half sister);
Melissa Kyle/Wayne (adopt. sister);
Jonas Wayne (adopt. brother);
Olivia Wayne (adopt. sister);
Lucy Kyle (adopt. sister);
Helena Kyle (adopt. sister);

Charles Knight (adopt. nephew by Melissa);
Dylan Kyle (adopt. nephew by Melissa);
Khyan Knight (nephew by Melissa);
Carlos Dorrance (nephew by Aurora);
Marco Dorrance (nephew by Aurora);
Madeline Nigma (adopt. niece by Melissa; †);
Emily Knight (adopt. niece by Melissa; †);
Daniella Kyle (adopt. niece by Melissa);
Maria Knight (adopt. niece by Melissa);
Stella Dorrance (niece by Jesenia);
Charlotte Todd (adopt. niece by Olivia);
Natalie Todd (adopt. niece by Olivia);

Maggie Kyle (adopt. m. aunt);
Aiden Mason (adopt. m. uncle);

Nick Calabrese (adopt. second cousin);
Antonia Calabrese (adopt. second cousin);

Edmund Dorrance (p. grandfather);
Unnamed Grandmother (†)

Maria Kyle (adopt. m. grandmother; †);
Brian Kyle (adopt. m. grandfather; †);
Rex Calabrese (adopt. m. grandfather; prime earth);
Earth-3

## ​Residents

### Crime Syndicate - Disbanded

* **Leader:** Ultraman (Kal Il; Superman Counterpart) - Deceased
* SuperWoman (Lois Lane; Wonder Woman Counterpart)
* Owlman (Thomas Wayne Jr; Batman Counterpart) - Deceased
* Sea King (real name unknown; Aquaman Counterpart) - Deceased
* Johnny Quick (Jonathan Allen; Flash Counterpart) - Deceased
* Power Ring (Harold Jordan; Green Lantern Counterpart) - Deceased
* Deathstorm (Martin Stein; Firestorm Counterpart) - Deceased

### ​Others Associated with The Crime Syndicate

* Black Siren (Black Canary Counterpart)
* Grid (Prime Earth)
* Atomica (Rhonda Pineda) - Deceased
* J'onn J'onzz (Martian Manhunter Counterpart) - Deceased
* Talon (Robin Counterpart) - Deceased
* The Outsider (Alfred Pennyworth) - Deceased

### Crime Society

* Johnny Quick II (real name unknown) - Deceased
* Owlman II (real name unknown) - Deceased
* Power Ring (real name unknown) - Deceased
* Super-Woman (real name unknown) - Deceased
* Ultraman (real name unknown; Superman Counterpart) - Deceased
* Ultra-Girl (real name unknown; Supergirl Counterpart) - Deceased
* Spectre (real name unknown) - Deceased
* Hawkwoman Counterpart (real name unknown) - Deceased
* Green Arrow Counterpart (real name unknown) - Deceased
* Wildcat Counterpart (real name unknown) - Deceased
* Star Girl Counterpart (real name unknown) - Deceased

### Crime Syndicate II - Active

**These Are Original Characters Belonging to Their Respective Owners**

* **Leader:** Ultraman III (Arthur Wayne; ?? Counterpart)
* Comet (Odessa Lane; Odessia Prince Counterpart)
* Owlwoman (Melissa MacGregor; Catwoman II/Melissa Kyle/Wayne Counterpart)
* Aquarius (Delphine Curry; Aquarius Counterpart)
* Velocity (Jackson West; Velocity Counterpart)
* Green Lantern Counterpart TBA (; Counterpart)
* Artashir (Alexandra Queen; Crossfire Counterpart)

### New Crime Society

* **Leader:** Ødelegge (Stephanie MacGregor; Valkyrie Counterpart)