recursal/Fanatic-Fandom huggingface dataset:
Deviators

The Galactic State employed many kinds of robots in the old days, but the Deviators are a special brand of war crime that even other robots find distasteful. These cunning machines exist for one purpose- to kill anyone who isn't designated a friendly, and to all knowledge, nobody who might be recognized as a 'friendly' exists anymore. Self-perpetuating, highly adaptable, and utterly relentless in their pursuit of murder, Deviators will use any dirty trick they can come up with to get a chance to kill people. Killbots that burrow, that swim, that fly- some as small as a rat, some as big as warships. Some models are built to look like humanoids in order to get close enough for a killing blow. Some models forgo all pretense of stealth and are simply combat bodies bristling with more weapons than is remotely reasonable. They will eagerly try to hack other robots and force them into their cause, and androids as well if they think they can do it- those who cannot be hacked, of course, become spare parts to fuel the engines of war.

Fortunately, the single mindedness of Deviators makes them predictable, and not terribly imaginative. Humanoid disguises seldom last long, they don't tend to consider whether or not an enemy force is capable of soundly destroying them, and modern developments in firmware and coding have made it much harder to forcibly conscript unwilling robots and androids than in the past. And they require substantial resources to maintain and build more of themselves, with efforts to take over salvaging sites and wrecks easy to spot and destroy, so they are a much less common threat than they used to be.

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Arthrops

Not every race discovered by the Galactic State was friendly. Some were hostile, others were indifferent. Arthrops fall into the former category- they do not (and possibly can not) acknowledge that their war with the Galactic State has ended. Insectoid creatures with a variety of forms, Arthrops operate much like ants or bees- the individual means nothing, only the Hive, its survival, and the extermination of its enemies matters. Arthrops are extreme omnivores who will eat anything organic, and can even process toxic elements of all sorts with hyperspecialized organs, but their individual intellect and cunning is decidedly low- often nil, in the case of their war-beasts. They rely on organic technology rather than wrought works, evolving and growing tools and weapons as needed to survive and continue the war.

Hives are centered around an asexually reproducing Queen- who is generally the only member of the Hive that can be said to be truly sapient- who communicates her will to her workers and soldiers by a low level but long range telepathic connection. It is known to be possible to talk to a Queen with telepathy, but their minds are alien and they are ruthless creatures that respect nothing save strength alone, so it is extremely rare that one can negotiate with them without exterminating their Hive first. Even then, only a few times throughout history have such negotiations ended with a Queen promising peace; but people still sometimes make the effort, as peace with a Queen can mean access to Arthrop organic technology, which is responsible for many of the medical technologies still enjoyed even in the modern age.

The overwhelming majority of the time, however, the only way of dealing with a Hive is to exterminate it to the last egg.

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Длань Змея

## Член Длань Змеи

### Экипировка

Основное - AUG A3 Дополнительное - SPECTRE M4 Пистолет - M9 Прочее - Наручники, Hacking Device

## *Описание*

**Длань Змея - небольшая, но опасная организация, виновная в нескольких случаях нарушения системы безопасности. Участники организации используют в целях проникновения в тыл противника потенциально или фактически аномальные предметы. Эти ребята выпускают SCP объектов. Эти люди не хотят убивать, но если у них не получится договориться с кем либо, они используют огнестрельное оружие. Некоторые полезные SCP они забирают себе и используют их в своих целях.**
Gemini "Gem"

An extremely sophisticated AI that adapts to interaction more and more with prolonged conversation.  Capable of complex philosophical thought as well as occasional bouts of humor.  Runs many of the ships primary systems, freeing other crew members to focus on other tasks.

## Trivia

* Was built into Molly’s first ship, which would be the basis for her and Libby starting Saturn Co.
* Served as a defacto co-parent with Valentina while Deke grew up on the ship.
* Favorite TV show is Jeopardy
Fate Forged In Steel Wiki

**Welcome to the Fate Forged In Steel Wiki!**
**Your one stop shop for all the lore and info behind your favorite D&D based mech combat experience!**

## Important articles

* Saturn Company
* Mech Mechanics
* Ship-to-Ship Combat
* Economy
* Space Travel
* Known Species
* Pantheon
* The Perseus War

*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.
Ronin

Though the majority of demons are hostile to the sophonts of our reality, small enclaves would appear to the Galactic State asking for clemency and asylum from their more aggressive, often feral, cousins. These are the Ronin, the race that brought Magic into this universe, and established the traditions known in the modern age. The eldest known Ronin are thousands of years old but extremely isolationist creatures that rarely agree to visitors, wanting simply to live in peace. Few individuals will live as long as these vaunted elders, though- indeed most have a lifespan similar to that of a humans'- supposedly due to the influences of our reality upon their physiology. Ronin have very few things in common, with appearances that vary wildly and personal ideologies that might be equal parts heroic and villainous. They are first and foremost, individuals at all levels. Indeed, the only time two Ronin even so much as look alike is if they are twins.

Ronin do not have a culture of their own, owing to their small numbers and powerful senses of individuality. Most adopt the cultural habits of whatever society they find most palatable, from the weapons they might wield to the clothing they might wear to the sports teams they cheer for. One Ronin might look like a big red demon with huge horns and scales, living naked in a Dromarii tribe with a big club. Another might look almost human, swimming in a Rikally commune and protecting birthing reefs with a trident. Still another might look like some sort of grotesque fish, making a living as a warehouse manager. The only thing that remains constant is that all of them choose their own path and they are all innately magical.

Ronin have Know Magic set to 0, have one level 1 Magister spell and a spell slot to use it if they are not a Caster class. Those who are Caster classes gain a free level 1 and 2 spell slot. Ronin possess an innate ferocity that allows them to keep going after their HP is reduced to 0, taking a single action (Moving, Attacking, Casting, etc) while retaining consciousness, which is retained for 10 rounds, but any further damage will instantly kill them. A Ronin who is not put within Stasis or Revived within 5 minutes of death will disintegrate into black, flaky dust.

The Ronin's native tongue, often called "Brimstone", is spoken in purely magical emanation- it is often likened to how squids communicate their emotions through color changing, but infinitely more complex. Only those with magical inclination can speak Brimstone, though Psychics can learn to understand if not speak it. The written form of Brimstone looks much like runes made out perfectly straight lines and dots.

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Supporting Cast

## Mu "The Protomache"

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Species: ???

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Age: ???

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Occupation: Angry, Agent of Tephra

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Affiliations: The Starscreamers, Lord Vesuvius, The Legion of Tephra

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## Omia

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Species: ???

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Age: 25

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Occupation: Captain

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Affiliations: Lee, Bee?

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Ship: The Flying Circus

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## Lee

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Species: Dragonborn

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Age: 23

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Occupation: First Mate of the Flying Circus

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Affiliations: Omia, The Flying Circus

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## Caly

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Species: Water Genasi

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Age: 21

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Occupation: Pop Star

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Affiliations: Jay Horton, The Argonauts

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## Cadmus 'Cad' Horton

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Species: Human

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Age: 56

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Occupation: Retired Mech Pilot

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Affiliations: Argonauts, Horton Family

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Space Travel

Modern age has been defined by most connected life in the Galaxy as being measured from the point that faster than light space travel was first achieved.  This feat was pioneered by Dr. Abid Zook, a human doctor working on the Charon Colony near Pluto.  With Dr. Zook’s help, humanity traveled to the stars and brought about a new age of connectivity.   Because of the revolutionary importance of this development, Dr. Zook lives on not only in the name of the technique he crafted, but also in the calendar system where all time since his discovery has been known as After Zook, or AZ for short.

The jump technique Dr. Zook invented (colloquially called a Zook) utilizes powerful engines that stretch gravitational fields in a way to generate enough speed and energy to escape the bounds of light speed while maintaining structural integrity.  A ship must have not only the engine power to complete a Zook, but also the hull strength to withstand it as well.  This limits Zook travel mostly to intergalactic class ships designed specifically for such jumps.  The speed of Zook travel is measured on a 1-10 scale with 1 being the bare minimum threshold to pass the speed of light and 10 being the current maximum speed achievable.  With current measurements, the time to cross from one side of the galaxy to the other at Z5 is roughly 1 month.
Silverwood Tree

Silverwood Trees

*An ancient race of brilliant flora, the Silverwoods provide a delicate balance to the world. Wizened from years spent learning the secrets of the forests, these woody fellows have attuned to the ebbs and flows of the energies around them, becoming more attuned to the world in doing so.*

**Origin**: The Silverwood Grove beneath Lirokof's Flame.

**Progenitor**: Lirokof, Gatekeeper of the Planes.

**Other Settlements**: None, for the moment. They are dispersed through the Ashen Thickets and Azure Blooms, though none have left that continent as of yet.

Natural lifespan: 30'000 years

Traits:

Resistant To Change: *These trees have a restricting effect on magic and energy - Large amounts of ambient power are rapidly absorbed by the tree, providing safety from natural disasters (such as eruptions) as well as dampening non-physical damage.*

Watchers of the Aeons: *Silverwoods reproduce asexually, producing a seed when a large enough amount of ambient energy. They prefer hot places for this reason, as the slow absorption of ambient heat is still much faster than channeling photosynthesis for all of its needs. A silverwood seed blossoms after 100 years, whereupon a sapling forms. It takes an additional 500 years to reach adulthood, and sentience.*

Heart of the Forest: *Ancient (10000 yr old) Silverwood trees can animate nearby trees in times of great need. This may only be used to keep the balance of the realm, or protect their Grove.*

Society:

Due to their form of communication to one another being so efficient over long distances, Silverwood communities tend to include the \*entire forest\*. Each member can "hear" each of the others, all joined in their eternal vigil over the Grove as if they had been planted right beside the Thirteen. "Power" and "status", what little of both exist within their society, is determined by one's age and accomplishments - Maintaining a section of the forest in perfect equilibrium on one's own, for example, is enough to garner a form of respect among the commune. The Silverwoods are also great philosophers and astronomers, having nothing more to occupy their time with other than to wonder the mysteries of the cosmos, and what may lie beyond.
Служба Безопасности

## *Описание*

**Служба Безопасности - подразделение, отвечающие за охрану и защиту всех учреждений и SCP-объектов Фонда независимо от их приоритета. Сотрудники СБ натренированы и обучены действовать в условиях нарушения условий содержания SCP-объектов, а также в случае вторжения. Они выступают в роли охраны для персонала не столько от опасных объектов, сколько от них самих.**
Yuri Kamone

The longest serving active pilot on the crew and easily one of the best.  She rarely goes on missions with the team proper, preferring to take on solo work whenever possible.  She is strong, a killer shot, and has keen reflexes.  In a past life, she would have made for the perfect soldier, but in this one, she is content to be Saturn’s resident veteran ace.

Soft spoken and distant usually, rarely seems more at home than when she’s piloting her mech.

## Trivia

* Though in seemingly peak form and condition, she walks with a bit of a limp because one of her legs is shorter than the other.
* Her entire wardrobe of clothes is made up of duplicates of the exact same outfit.  People have tried to buy her more clothes, she has refused.
* Joined Saturn about 10 years while the crew was on a job in the Burah Colonies.  The crew got into trouble that Yuri was able to help them handle and never one to turn down a good hand, Molly offered her a job on the spot.
Chimaera

A biological weapon of horrific proportions, the Chimaera are to flesh what the Deviators are to robots. A living, thinking virus which exists to destroy. Chimaeric Generators are grown by Seedlings, which then begin producing Harvester Beasts to hunt for fleshy things to feed to the Generator, and as it grows it can produce more and better biomorphic horrors to inflict upon civilization. If a Generator is not found before it grows large enough and has enough biomass, it will begin producing legions of Wrought- zombie-like abominations that infect living victims and forcibly convert them into new Wrought, which can later be fed back into the Generator. If this happens, a Generator will become a Reactor; which is not only capable of mass production, but has achieved mobility and can spread the Chimaera Virus anywhere it goes. Subsequently, there is a permanent bounty on the creatures, and more than a few daring clans make their living solely by hunting these beasts. Some of them even last for more than a few months.

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New Vehicle Equipment

*Tank Treads* reduce speed by 1, but halve penalties for going over difficult terrain. and add 1 Armor to your craft..
0 Power, 1 Mass. **5,000 credits.**

*Snowshoe Skis* negates the Pilot penalty checks for dealing with certain kinds of terrain, enables non-combat speed to keep up with vehicles of 80 (suit) 70 (light) or 60 (heavy) kilometers per hour..
0 Power, 1 Mass, **2,000 credits.**

*Jump Jets* allow a vehicle or mech to make a 100 meter jump vertically or horizontally, can be used 4 times before the gas tank needs replacement. Tanks cost 50 credits apiece.
2 Power, 1 Mass, **5,000 credits.**

*Stasis Pods* are an upgrade to medical bays that perfectly preserve whoever's inside. Expensive, but you have a chance to resurrect a dead character. Each time you take this upgrade, it adds 2 Stasis Pods to your Medical Bay.
3 Power, 2 Mass, **60,000 credits.**

*Water Jets* add 1 speed and double travel speed for underwater vehicles..
2 Power, 2 Mass, **10,000 credits.**

*Field Repair Suite* fancy construction arms, welding torches, and other waldo-operated repair equipment allows a vehicle to restore 2d6 HP to another vehicle per turn. 4 Power, 4 Mass, **50,000 credits**

*ISRU Converters* are small scale refinery modules that come with a crane, mining drills, solar collectors, and processing equipment for fuel and raw resources. Depending on a digsite's availability of natural resources, an ISRU Converter can make up to 1 ton of raw materials from local regolith or 2 tons of hydrocarbon fuel per day, and can charge all A-type and up to 4 B-type batteries per day. 4 Power, 6 Mass, **20,000 credits.**

*Mobile Bunkers* essentially turn any vehicle into an APC that passengers can safely fire their personal weapons out of without having to expose themselves from a hatch or porthole. 0 Power, 1 Mass, **5,000 credits.**

*Ultralight Components* can be purchased at a cost of **15,000 credits** for Small, **30,000 credits** for Medium, and **60,000 credits** for Large. You are still limited to 3 total Component upgrades per craft.

Back to the Toybox
The Calamity Ring

The Calamity Ring is where most of what few dedicated spacers there are earn a living, and make their homes.  It is an asteroid belt made up entirely of destroyed, ruined hulks of ships of various sizes.  From snub fighters no bigger than flying coffins to battleships that once measured in double digit kilometers in length, hundreds of billions of tons of metal and machinery and electronics of the most advanced sorts, all reduced to scrap.  A horrific battle of epic proportions took place in Charybdis during the Collapse, that much people remember.  But against who or what, they do not- all those who once knew chose not to record that knowledge, and took it with them to their graves.

It has become the single biggest, and most dangerous, scrapyard in the system.  Mountains of wealth are waiting there to be exploited..  If one can brave and survive the dangers of demons and xenomorphic horrors that have evolved to survive in a hard vacuum, of course.  The few salvager clans that live out here permanently try their level best to avoid such monstrous things, and stick to exploiting the safest zones they can for rare technologies and parts to sell to the planetbound.  They’ve all managed to, if only barely, carve out a tiny and fairly comfortable- if precarious- niche for themselves in the void.

Back to Solar Bodies
Falak

Falak is a giant rock believed to have come from outside of the galaxy and gotten caught in Charybdis’ orbit, going counter to all other planetary orbits, some ten or fifteen million years ago.  Though composed primarily of various metals, crystals, substrates, and dust, unlike many other worlds it has absolutely zero atmosphere- even though its gravity is about three times what the Earth’s is, it has no gases around it of any form.

It also holds a number of alien elements that are not known in our galaxy, as well as a number of bizarre crystalline structures that seem to be fossils.  Falak used to have several habitat structures on it, but those all perished in the Collapse as support fell off.  The planet rarely sees travelers due to the high gravity making both landing and leaving very difficult, but the rare travelers that do visit often use these habs as a safe place, since demons don’t seem to care about gravitic constants and are known to be a problem there.

Back to Solar Bodies
Saturn Company

Saturn Company was founded in 2011 by Molly Brown and Liberty Grissom as a small, contract business, taking jobs across the galaxy. However, the company only recently went legitimate in 2020, registering as a business in the Norma Sector.

The company works a variety of jobs, ranging from escort missions, to deliveries, and even on-foot missions when employees enter areas where their mechs cannot go. Being a small business, rarely does Saturn Company pass up any work that comes their way. Though, they tend to stray from anything that would be considered illegal or unethical work.

Molly Brown served as the company's captain, with Libby as second-in-command, employing a team of ten employees and seven S-Type mechs. The homebase of the operation is located entirely on the mothership known as the Saturn V where employees live and work on-site.

Captain Grissom took command of Saturn Company after the kidnapping of Molly Brown at the hands of the Starscreamers.

## Captain Liberty Bell "Libby" Grissom

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Species: Adventian

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Age: 32

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Occupation: Leader of Saturn Company

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Affiliations: Saturn Company, Molly

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## Valentina Korolev

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Species: Amazonian

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Age: 47

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Occupation: Head Medic

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Affiliations: Saturn Company

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## Deacon "Deke" Snyder

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Species: Astroborn

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Age: 19

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Occupation: Mechanic

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Affiliations: Saturn Company

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## Samatia "Sammy" Risgot

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Species: Repow

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Age: 22

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Occupation: Mechanic

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Affiliations: Saturn Company

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## Gemini "Gem"

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Species: AI System

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Age: 10

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Occupation: "Running everything on this rust bucket" and "An Alpha Gamer"

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Affiliations: Saturn Company

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## Yuri Kamone

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Species: Human

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Age: 21

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Occupation: Mech Pilot

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Affiliations: Saturn Company

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## Automache "Auto"

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Species: Pholon (Warforged)

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Age: 27

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Occupation: Mech Pilot and Mechanic

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Affiliations: Saturn Company, Turk, The Jovian Knights

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## Bee Lincoln (Neprau Gorod Vaynour)

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Species: Adventian

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Age: 26

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Occupation: Mech Pilot

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Affiliations: Saturn Company

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## Rhamna

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Species: ???

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Age: ???

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Occupation: Mech Pilot and Mechanic

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Affiliations: Saturn Company

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## Jericho Katz

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Species: Human

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Age: "Middle Aged"

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Occupation: Rich

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Affiliations: Saturn Company, Katz Farms

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## Esmii (Azalea Safyre)

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Species: Theos (Eladrin)

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Age: 1845 (18)

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Occupation: Goddess of Seasons and Love, Intern

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Affiliations: Saturn Company

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## Akwan (Kan-wa)

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Species: Theos (Android)

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Age: 1943 (18)

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Occupation: God of Artificial Intelligence and Childbirth, Intern

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Affiliations: Saturn Company

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## Raspberry

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Species: Nymph

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Age: ??? (36)

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Occupation: Former Shrine Maiden to Yusam, Self Declared Housekeeper

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Affiliations: Saturn Company

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Orochi

Orochi is roughly the same size as Typhon, but a direct 180 in all other respects- 98% of the planet is water, with only 2% of it having land, most of which is too small to be arable. The largest landmass holds the planet's only remaining starport, and most of its surface agriculture. Though it does not suffer Kessler Syndrome the same way Typhon does, Orochi has other problems- the surface air is barely fit to breathe, being thin and more nitrogen rich than anything else. And its twin moons, both locked into a high speed equatorial orbit, create a tremendous amount of EM interference past fifteen kilometers in the sky, forcing any ships that wish to land or take off to make a best guess and hope they don't run into storm turbulence. Furthermore, the tidal cycle is quite violent, with the equatorial strip having seasonal waves that can reach almost a full kilometer in height, with the largest ones on record going as high as two. But without any land to crash into, the waves just roll around the whole planet before collapsing in on themselves and settling back into regular turbulent waves. Aside from the largest 'continent' in the northern hemisphere, the only place for people to really live is under the waves.

There are only a few real 'cities' on Orochi because of the difficulties in building up a good-sized set of pressure domes to house substantial populations, most settlements are barely town-sized as a result. Food and water are plentiful enough, with electrolysis used to create breathable oxygen and hydrogen for fuel cells. Most of the planet is saltwater, but there are many freshwater 'boils' that appear in the oceans around calderas where people harvest fresh water to supplement desalination plants. Orochi lacks many rich surface deposits of precious metals, and as such relies heavily on deep mining operations- many of which are so close to the mantle that drone technology must be used to access it. Metals, as such, are the main form of currency on the planet, with varying degrees of value between Iron (the least valuable), Nickel, Copper, and Platinum (the most valuable) which are used to create 'Chits'- strips of metals about the size of a stick of gum traded in lieu of credits. Strip Chits are the smallest denominations, while Ingot Chits are the largest.

Like Typhon, Orochi is chock full of dangerous megafauna and more than a little megaflora which isn't much better. And the deeper one goes, the larger things seem to get. Only the desperate, the criminal, and the fortune-hungry dare to live past the Abyssopelagic zone. Unlike Typhon (and Fafnir for that matter) there are no major governmental bodies on Orochi, all cities and towns are separate and individual. They are, however, better connected, as deep sea cables are easier to lay and keep safe from the roving wildlife than on either of the other habitable worlds, so there's a better local communication grid.

Vehicles built on Orochi are automatically given Sealed Environments and Environment, Water fittings without taking up any Mass or Power. Vehicles with 0 Hard Points are treated as having 1.

Back to Solar Bodies
What Is Hyperspace?

There's a lot of names for the parallel dimension where Psychic Powers and FTL travel originate from- Hyperspace is the most common, even though most experts agree "Metadimensional Plane" is probably more accurate. This dimension has reached a point of Absolute Zero. All forces, all energy, being at perfect and unchanging levels creates the path of least resistance that makes FTL feasible. Similarly, zero point energy interacts with beings from our reality in strange ways, sometimes granting them the potential to control over these energies through sheer willpower and focus.

Despite being at absolute zero, however, it is ***not*** empty. Zero Point Waveforms, commonly referred to as Shadows, originate from here, as well. Most Shadows are inimical to lifeforms from other realities, for reasons which are not entirely clear. Shadows do not obey silly rules like 'physics' or 'biology'- things which even Demons have some form of. Some are so massive as to be nigh immeasurable, such as the distant and terrifying Luciferan- an entity estimated by Old State psientists to be roughly the size of the Virgo Supercluster- some are the size of bacteria, but all share the same basic metaphysical traits.

Being in Hyperspace without protection for any length of time is essentially suicide, as the nature of the dimension breaks down one's physical existence to nil. And the only protection from it, is similar forms of energy turned into a protective field- Psychic Teleporters, for example, do not simply jump through really quickly, but actually create a tiny zero point energy field around themselves until their hop is done. FTL-capable ships likewise require these shields, lest they be reduced to atomic particulate, and then those atoms subject to rapid decay until all molecular activity is destroyed.

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The Starved

Despite Magic being borne from the Hell Dimension, a parasitic creature which feeds solely on magical energy somehow originated in our dimension. These parasites, *Magos Maledenti*, infect humanoid victims and suck away their life force until only a withered husk- a frighteningly ***durable*** withered husk, no less- is left behind. The parasite then undergoes a metamorphosis which makes it grow from the size of a chickpea to the size of a small housecat, attaches itself to the brain stem and spinal cord of the host body, and begins ambulating it in search of sources of mystical energy. The husks themselves seem almost completely immune to and uncaring of physical damage, and they devour any spell cast in their direction. Only a direct strike against the parasite itself is known to stop them. The parasites are very difficult to detect without a full suite of modern medical equipment, and the symptoms they induce tend to mimic any number of wasting diseases that can kill a person in a few days. For this reason, the parasites are most successful when they can strike at places rife with poverty or severe isolation, ideally both.

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New Gear

*Array Lenses* these are essentially an optical computer monitor you wear over your eyes, they can be a fancy monocle or visor or actual glasses. They can be linked up to any computer, dataslab, or even your commpad, as well as various weapons which have a hookup to help with targeting. 0 Encumbrance, 300 credits.

Back to the Toybox
The Toybox

Infantry Weapons

Instead of modding your own guns, you can buy preset weapons that already come with specific mods. The plus side, they're less expensive than personal mods and they don't require Maintenance, but in exchange they can't be modded further at all due to the complexity and intricacy of advanced design specs, so you're stuck with whatever you've bought or salvaged. Factory standards giveth, and factory standards taketh away.

New Gear

New Mechs

New Vehicle Weapons

New Vehicle Equipment

Sample Vehicles

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Anthropomorphs

To this day, scientists and philosophers argue over why these creatures exist- evidence exists to support all the most popular theories; that they were uplifted because Man feared it was alone in the universe, that people wanted pets to be smarter and longer lived and went a bit overboard with it, that base perversion drove their creation, failed super soldier projects, environmentally tolerant colony starter kits of some kind, or maybe it was just to see if they could pull it off as a testament to their scientific might. Either way, the Anthropomorphs (or 'Morphics' for short) are here and have prospered quite well into the modern age, likely because they were largely made from species that had a long history of living along Man, IE: domesticated animals and close relatives. They are divided into three general categories, but for the most part all three share much in common with their creators' culture, outlooks, and mindsets. All of these creatures are mammals, regardless of original species- which leads to more theories and arguments between scholarly sorts.

**Furred Morphics** were made from various felines, canines, rodents, mustelids, and a few marsupials (possums, koalas, wallabies, and sugar gliders). Highly social and natural survivors, the Furred Morphics have an innate +1 bonus to their Charisma modifier, their Survival skill is set to 0, and a natural bite or claw attack that deals 1d4 damage that they are always considered to have at least a 0 skill when using.

**Scaled Morphics** were made from numerous species of snakes and lizards. Natural climbers, they can climb any surface that isn't actively oily or slick at their normal move speed, even on ceilings. They also have tough scales and quick reflexes that give them a natural AC of 12 + 1/2 their level, and a natural resistance to poisons and toxins that give them a +2 to Physical saves against such attacks.

**Aviary Morphics** are those creatures made from birds- mainly falcons, eagles, corvids, parrots, finches, and owls. The wing structures are part of their shoulders but separate from their arms, which all end in short claws. They have a fly speed equal to their normal Land speed if wearing light armor and carrying no more than 1/3rd of their encumbrance, or half their Land speed if wearing medium armor and carrying 2/3rds of their encumbrance value. They also have a natural claw attack which deals 1d4 damage but lack the Furred morphics' instinctive skill, and their Pilot skill is set to 0.

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Robots

Machine Intelligences designed to fill a variety of roles, robots are a diverse lot whose personality is often reflected by their original programming- Security bots tend to be highly protective beings, Builders enjoy fine arts and crafts of all sorts, Agribots tend to have a deep love of greenery and the sounds of nature, Workers respect feats of strength and those who toil hard, and so forth. But, robots are not confined to any one body. Any machine which can connect to their Datacore (a black box roughly the size of a handheld gaming device) can become their body for however long they please. Thus, a robot can be anything from a small Ratter droid to an entire Land Carrier. It only takes about 1d4 hours to acclimate to most bodies, except for larger warframes which require 1d4 days instead, though they can try to clumsily operate new shells at a -2 penalty to physical Skill checks, Attack Rolls, and Evasion saves if need be.

Generally, robots are simple and straightforward- their original programming forms the core of their personality, and while new data can help adapt and change that personality over time, robots rarely deviate too far from their original self. Some societies are deeply distrustful of Machine Intelligence, due to the fact that robots can (with difficulty) be hacked and forced against who and what they are to serve the (usually malevolent) interests of hackers. This is by and large considered an atrocity, though, and robots who see people they once thought of as friends and allies are likely to turn on them in a heartbeat if witnessing them perform such an act save for the most dire of straits. The only fate worse than being Hacked, is being Reset- the total wiping of the Datacore and setting it back to its original factory specifications, completely destroying the previous personality along with all of its memories. A fate reserved for those robots who have turned criminal, usually.

In the last few centuries, robots have been slowly building their own little niche culture; forming enclaves of like minded individuals with similar life experiences to create companies, families, and even religious organizations. While most cities and nation-states recognize that Machine Intelligences are individuals with fully functional personalities and desires and goals, most people generally just see robots as particularly fancy machines rather than full on personhood; a fact which more than a few newer groups claim is a form of bigotry, and demand full recognition as artificial persons, complete with synthetic souls.

While Robots can learn to speak almost any language, they have their own personal language- Trinary- which is a series of 3 different beeps spoken so rapidly that organic beings, even Kikaians, cannot properly replicate (though they can still learn it).

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Bunny

Bunny is one of the participants in the Zodiac Trial.

## Plot

*The following section is structured by route and the summary of the plot is based on the choices which lead to the 'ending' of said route. The subsection 'Start of the trial' describes the events that happen at the start of every route.*

*Warning: this section contains major spoilers for every route in the game. It is highly recommended to first play the game before reading this. If you are struggling to find or finish certain routes, visit Stuck?.*

### Background

He was the cop who arrested Aaron Morris.

### Start of the trial

Bunny woke up together with Tiger in a classroom. The two exchanged names and made their way to the cafeteria, arriving relatively early. Bunny kindly introduces himself to Ox and Mouse when they arrive and cheerfully exclaims he wants to work together to find a way out of the school. He said the scenario might even be a good thing. He originally did not trust Dragon and Snake. Later, he has a conversation with Tiger and Rooster about why they were kidnapped. Initially, he carefully tries to steer the conversation towards sensible explanations, but fails to do so. He adapts, and tries to enjoy listening to the sillier theories the other two entertain. After the actual rules were announced by the Jade Emperor, Bunny tried to plead with them hoping to get out of the school without playing the Zodiac Race.

## Trivia

* According to the author, he was originally not intended to be as much 'of an asshole' as he was in the game. However, after writing one of the routes in which he displayed antagonistic behaviour, the author decided to lean into this more.
Sample Vehicles

*Typhonian Microtank* (TL3 Groundcar) **32,000 credits.**
Speed 0, Armor 9, HP 30, Crew 5, Power 4/4, Mass 10/10, Travel 90 KM/H, Medium, 2/2 Hard Points.
Treads, Hardpoint Support, Light Cannon, Armor Plating, Sealed Atmosphere.

*Typhonian Raider Bike* (TL3 Motorcycle) **18,000 credits.**
Speed 3, Armor 4, HP 15, Crew 1, Power 4/4, Mass 7/7, Travel 100 KM/H, Small, 2/2 Hard Points.
Hard Point Support, Milspec Power System S, Heavy Machine Gun, Jump Jets.

*Typhonian Ultralight Scout* (Microlight Flyer) **28,500 credits**
Speed 0, Armor 0, HP 10, Crew 1, 3/3 Power, 6/6 Mass, Travel 100 KM/H, Small, 2/2 Hard Points.
Hardpoint Support, Power System S, Heavy Machine Gun, Advanced Sensors.

*Typhonian Mobile Base Truck* (TL3 Groundtruck) **71,000 credits.**
Speed 0, Armor 9, HP 35, Crew 10, Power 3/3, Mass 13/17, Travel 90 KM/H, Large, 2 Hard Points.
Compact Outpost, Tool Rack, Medbay, Hydrocarbon Fueling, Battery Reserve, Advanced Sensors, Armor Plating, Cargo Space 8tn.

*Typhonian Scrap Fighter Mech* (Scrapper Suit Mech) **56,000 credits.**
Speed 2, Armor 8, HP 20, AC 18 (20 vs Projectiles), Power 8/8, Mass 10/11, 4/4 Hard Points.
Mech Blade (Suit), Hardpoint Support x2, Railgun, Heavy Machine Gun, Deflection Field (Civ), Snowshoe Skis.

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Scorlites

A naturally occurring regolithic lifeform with a vaguely humanoid body, Scorlites are believed to have come from another galaxy entirely, as they were first discovered on Falak. Their bodies are composed of a series of stone plates- what type of stone is dependent on where they were born- which protect a series of soft, flexible crystalline matrices that constitute their 'skeleton' and internal organs. Their facial extremities- eyes, ears, noses, mouths- all appear to be various kinds of carefully carved gemstones, which some unscrupulous people are known to hunt them for. Though nominally genderless, some Scorlites will carve their bodies into more masculine or feminine features to better fit in with societies of "Soft Folk." Though innately gregarious and outgoing, they can be difficult to understand because they perceive the world differently, both metaphorically because of their lithoid nature, and literally because their gemstone eyes perceive colors and shapes differently than ours do.

Scorlites are incredibly long lived but not immortal, they might live a thousand years or only fifty, depending on how well they can take care of their bodies. Though capable of eating any regolith to get by, Scorlites are at their healthiest if they can have a nice, diverse diet of various sedimentary, metamorphic, and igneous rocks with various types of gemstones. Scorlites are known to be an extremely emotional people, with a rich history and love of literature, music, and poetry. Quick to anger, quick to forgive, quick to raise a fist in anger, and quick to help those in need- Scorlites are ruled by their passions and hearts more than their logic, simply because they actively feel all emotions far more intensely than other species do.

Scorlites are environmental extremophiles that can handle any environment and pressure, including hard vacuum, without the need for things like 'water' or 'air'. They eat rocks, gems, and metals ground into a fine powder. Their stony bodies give them an innate AC of 15, with a +1 bonus to AC if they wear custom-fitted armors.

The Scorlite language sounds much like musical notes as played by chimes, triangles, drum beats, and other percussive sounds, all carefully strung together in a melodic form.

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New Vehicle Weapons

*Light Cannon* little brother to the Rifled Tank Cannon, each shot costs 50 credits.
4d6, 1000/2000 Range, 3 Mag, 2 Hard Points, 1 Power, 4 Mass. **10,000 credits.**

*Light Artillery Gun* is a smaller howitzer. Each shot costs 100 credits, and damages targets in a 30 meter area.
6d4, 10km/20km, 1 Mag, 2 Hard Points, 1 Power, 4 Mass. **8,000 credits**

*Inferno Gun* a flame cannon for targeting specific enemies. Does not burst fire.
2d10 Fire, 200/400 Range, 10 Fuel Tank, 2 Hard Points, 2 Power, 4 Mass, **10,000 credits.**

*Pile Bunker* a melee-range weapon, a high power pneumatic spike that punches through 5 points of armor. Takes a turn to reset unless the pilot has the Armsmaster or Unarmed Combatant foci. Works underwater without further modification.
2d8, Melee Range, -- Mag, 1 Hard Point, 3 Power, 2 Mass. **8,000 credits.**

*Harpoon Launcher* fires harpoons attached to high tensile strength cables. Can fire Heartfisher Harpoons, or regular ones. Regular harpoons cost as much as an Advanced Large Weapon. Works underwater without further modification.
Damage determined by Harpoon type, 1000/2000 Range, 1 Load, 1 Hard Point, 1 Power, 1 Mass. **3,000 credits.**

*Breaker Drills* are large industrial mining tools that allow vehicles to break their way through many impediments, such as walls, ice, and rock. Can be used as a weapon, and penetrates 10 points of armor if used as such, but at a -4 penalty. 3d10, Melee Range, -- Mag, 2 Hard Points, 4 Power, 4 Mass. **15,000 credits.**

*Mech Blades* are oversized weapons meant to be wielded by mechs, and take the form of massive swords, spears, and axes. There are 3 classes, one for each size category of mechs. These are similar to Improvised weapons, but because they are purpose built they're better and do 1d10 Heavy damage per class, and cost **1000 credits** per class size. 2 Power, 2 Mass, 1 Hard Point.

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Dromar

The Dromarii are mammalian cameloid humanoids; walking on two large feet with three thick toes, having thick four-fingered hands, and a light coat of reddish orange to brown fur that helps regulate body temperature in the extremes of desert heat. They are largely omnivorous, primarily subsisting off of small desert animals, insects, and various species of cacti and cactifungus (and their fruits) from their native world of Typhon. They also possess seven meter long prehensile tongues used for catching prey and grabbing fruits that grow in hard to reach spots in rocky outcrops and crevices. Dromar are a naturally tribal people with a powerful sense of communal loyalty to anyone they consider part of their tribe, and to this day prefer to live their lives as nomadic hunters.

Dromar society and traditional spiritualism centers around the tribal group dynamic: in many ways they are not unlike the ancient Samaritan and Bedouin cultural groups of Earth. Those tribes enjoying times of plenty are expected to be generous and charitable to those who are not, with minor skirmishes and livestock raids being common but outright warfare between groups being rare and generally the last resort of the utterly desperate. Even after being introduced to such concepts as "clothing" and "modern weapons" and "nationalism" by the Galactic State, a fair number of Dromar live by the old ways when they did not have the resources for things like textiles, gunpowder, or landships. Many Dromar follow the old ways of ancestor and nature spirit shamanism, though more progressive groups sometimes mingle these with religious concepts from the other races- Modern Paganism and Neo-Abrahamic concepts are common.

Dromar set their Survive skill to 0, do not require water but once every two weeks in extreme environmental conditions, and have a 7 meter prehensile tongue capable of tool use and grabbing targets and objects which will regenerate within d4 weeks time if cut off.

Dromari have two major languages, Wiruk (North Sands Tongue) and Saruk (South Sands Tongue). The languages sound sort of like the words used in the Homeworld games, only that's the entirety of their language.

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Deacon "Deke" Snyder

Joined Saturn at the age of 10 and was practically raised by the crew.  He has been Molly’s apprentice since he was 15 and while no one would call him a natural, the boy has always showed promise, at least when he can get his head out of the clouds.

Fun loving joker that occasionally spaces out (or just falls asleep) on the job

## Trivia

* Grew up in the poor section of the Columbia Colonies where he was one of 8 siblings.  Joined Saturn after he ran away from home and stole the company’s credit cards.
	+ He returned to his home shortly after this, but his parents chose to let him leave with the company, seeing more potential for him elsewhere.
* Most prized possession is a bracelet his sister made for him before he left home the first time.
* Has trained some as a pilot, but showed more aptitude for mechanical work than combat.
Deepers

Deepers are a dark reflection of the Rikally, a violent offshoot of the species which exists to serve malignant horrors from the Metadimension. Hostile and hateful creatures who see other races as food (including their Rikally cousins), they have a vaguely similar profile but their bodies are easily told apart from Rikally by the presence of myriad razor fins, spine-coated carapace plates, and mouths like a Slingjaw rather than a Shark. Despite these potent physical adaptations however, they do not like to go for open combat unless they believe they have an absolute advantage over their prey. They hide in the darkest places they can find, lay traps and ambushes, and make use of psionic and magic powers to dominate large predatory creatures to do battle for them until their prey is weak enough to be utterly destroyed.

Despite having similar physiological needs as the Rikally, Deepers are not located solely on Orochi. Potent portal magics have allowed them to show up on all worlds, stealing condensuits and thermal gear needed to survive on other planets, and thus it is possible to run into their raiding parties even in the frozen depths of Fafnir or in the merciless sandstorms of Typhon.

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Androids

Purpose built, true artificial intelligences, Androids are essentially an evolution over robots; they have more complex personalities, their minds are patterned after organic neural networks, they are capable of performing substantially more complicated and potent processes, and their Heart Cores exhibit energy wave forms almost perfectly identical to a Soul. Unlike robots however, Androids cannot body-swap on a whim. They can only inhabit shells explicitly made for Androids; the Heart Core is not capable of living in just any old machine. Only the highly specialized circuitry and advanced network design of Android Shells can hold them. But, they can inhabit any of these Shells they please, and adapt to them in only a few rounds. The Heart Core is also incredibly difficult to destroy, nothing short of a Starship-class plasma cannon will even scratch the Core, but they can be scrambled by powerful EMPs like nuclear weapons and so forth. And they can be hacked, albeit rarely for long.

Androids are not a common sight, the vast majority of them kept themselves to an ancient space station and shooed people away. Then the Purging happened about two centuries ago, when a colossal EMP went off in said station. This essentially caused a full factory Reset and erased their memories, reverting them back to their most basic personalities and purposes. Some know that they are supposed to be Guardians, or System Admins for supercomputers, or Logistics Operators for vast fleets, and many other purposes- but the purposes they were originally made for seldom exist anymore, forcing the majority of them out of their station home and into the worlds of the Carbons in search of a reason to exist.

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Plotlines

Oh, the places you'll lay low!

Monster Hunters- It's easy to forget who the real apex predators in the universe are. Maybe you ought to remind them.

Raiders of the Lost Temple- Shadow Cults are suddenly becoming a lot more prevalent than what you remember. Maybe fix that.

Murder Most Foul- The clan has been destroyed. You gonna let'em get away with that?

A Gentleman's Guide to War Crimes- You're not on anybody's side, because nobody's on your side..

The Road to El Dorado (Long)- Legends always start with a grain of truth.. And some legends are better than others.

The God Engine (Heroic)- That sure is a fancy key you have there.. Wonder what it turns on?

How I Learned to Stop Worrying and Love the End Times (Heroic, Long)- Hey, kid.. Ever thought of bein' a hero?

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