recursal/Fanatic-Fandom huggingface dataset:
Geneticist

Genetics is at the very frontier of science, and has given rise to countless discoveries which have changed the fate of humanity. Many scientists, each with their own reasons, have entered this field looking for the next big discovery, and you are no different. Pushing the boundaries of biology and morality, you are prodding the fabric of life, looking for a way to break through and add a new patch of your own.

## Theme Knowledge (1st)

Reduce the DC of Life Science checks to recall knowledge about biology or genetics or to identify animals, humanoids, monstrous humanoids and vermin by 5. Life Science is always a class skill for you, though if it is a class skill for the class you take at 1st level, you instead gain a +1 bonus to Life Science checks. In addition, You gain an ability adjustment of +1 to Intelligence at character creation.

## Genetic Aid (6th)

Your training helps you understand the needs of genetically modified organisms. You gain an insight bonus on Medicine checks equal to half your ranks in Life Science when making medicine checks dealing with bioroids, human 2.0, hybrids, or simulacra. Once per day, you may spend a Resolve Point and use a medkit to prepare and apply any transgenic treatment as if you were a medic of your level -4.

If you are a medic, instead of gaining the ability to prepare and apply a transgenic treatment, you instead apply all transgenic treatments as if you were two levels higher.

## Genetic Therapy (12th)

Your extensive study in your field has improved your genetic abilities. You may now spend a Resolve Point and use a medkit to prepare and apply any Transgenic Treatment as if you were a medic of your level twice per day.

If you are a medic, instead of the normal benefits of this ability, transgenic treatments you apply have their duration increased by half.

## Master Geneticist (18th)

Up to twice per day, after spending 10 minutes researching, reading, reviewing notes, or studying genetic samples and succeeding on at least one Life Science check, you recover 1 Resolve Point.
Rarity's Peek Behind the Boutique

### Fashion Do's and Don'ts

**Rarity**: Welcome to Rarity's Peek Behind the Boutique, where I share the inspiration behind my creations. Today, I'll be dishing the dirt on pony fashion do's, don'ts, and "what in Equestria were you thinking, darling?!". Oh, so many accessories, so little time. Which fabric to pick? Shoes to slip on? Mane style to wear? The perfect look is personal to *every*pony. Fashion should reflect one's inner beauty and style. Big and bold! Do! Slightly cheesy? Do! Glittering and glamorous? Do! Spoon jewelry? Oh, darling, please don't. Not even for ice cream socials. Coordinating with friends is a fashion do. But never, ever, for all that is *très chic*, put a top hat on goo! Somepony call the fashion police! But the most important fashion rule of all is to wear whatever makes you feel fabulous. *Ciao!*

### Fashion vs. Function

**Rarity**: Welcome to Rarity's Peek Behind the Boutique, where I share the inspiration behind my creations. Ponies often ask me, "Rarity, do you really have something to wear for every occasion? And I answer, "Of coooourrrrse!" Fashion can be inspired by function. A cravat to warm the neck. Heels to stand tall. And, my personal favorite, hats! Whether mysterious, glamorous, or... Applejack-ilicious! You can wear them anytime, anywhere, any season. When choosing couture, think about the function you're attending. Does it call for bows? Buckles? Brooches? Hmmm. Needs more *drama*! [clears throat] Actually, those are a bit much. I personally believe that a true artiste can combine fashion *and* function. I give you my *Hotel Chic* collection! Simple yet chic! Refined yet daring! Now strike a pose! There's no need to choose sensible over fabulous. Simply pack more!

### Customer Critiques

**Rarity**: Welcome to Rarity's Peek Behind the Boutique, where I share the inspiration behind my creations. One of the biggest challenges a fashionista faces is harsh words from her critics. How do I handle it? [sobbing] Ice cream! And... a good cry. Oh, darling, if at first you don't succeed, perhaps add some glitter. Perfect. Ooh! I think I feel inspiration coming on! [sighs] It's one thing if a pony doesn't like their new look. Or if they have different taste. Oh, dear. But some critics simply like to be disagreeable. So I'll let you in on my little secret: as long as *I* feel I'm doing my best, most fabulous, most stunning work, it doesn't matter what any other pony thinks! Ha! Just keep creating!
My Little Pony Established 1983

**Twilight Sparkle**: I'll just move some of this one to... Hmmm... No that won't do. Lemme just... No, that's not right. Hmm. No! No! No! No! No! No! No! [growls] This is ridiculous!
**Spike**: [under] Come on, Twilight! You can do it!
**Pinkie Pie**: [hums, slurps] Did it!
**Twilight Sparkle**: Of course you did.
**Pinkie Pie**: That was an easy one. La la la la la la la la...
**Twilight Sparkle**: [grumbles]
### Pinkercise w/ Pinkie Pie!

**Pinkie Pie**: Okay, everypony! Let's get started! Deep breath in. [inhales sharply] And push it all out! [exhales] Here we go! Lift that right hoof! One, two, three, four! Awesome! Again! One, two, three, four! You can do it! With left! One, two, three, four! Aw, yeah! Aw, yeah! Woohoo! Two, three, four! Awesome-a-riffic! Now lift that back leg! And kick it up! Kick, kick, kick! And again! Kick, kick, kick! Now, left, kick, kick, kick! Let's work off those [indistinct]! Okay, now that we're warmed up, let's trot! And trot! And trot! And trot! And trot! If it hurts, that's 'cause it's working! Deep breath in, two, three, and out, two, three! Okay, next, *cupcakes for everypony!* Woo-hoo!

### Save Equestria from Lord Tirek!!

[thunder]
**Lord Tirek**: [laughing evilly]
[8-bit music]
[8-bit My Little Pony theme]
[8-bit Friendship is Magic theme]
[invincibility music]
[8-bit boss battle music]
[thunder]
[8-bit victory music]
### Foal House

**[Backup singers]**
Oo-oo-oo-ooh
Oooh!
**[Gabriel Brown]**
Whatever happened to kindness and honesty?
Magic, laughter, loyalty, and generosity?
**[Backup singers]**
Ooooooh...
**[Gabriel Brown (with backup)]**
Anywhere there's friends (you can count on)
There's a place (there's a place) where magic awaits you
Anywhere there's friends (you can count on)
There are hearts just waiting to love you
Anywhere there's friends
Throughout the years, we've had lots of fun
And we're here to tell you, there's much more to come
Anywhere there's friends
Anywhere there's friends
**[Backup singers]**
Oo-oo-oo-ooh...
**[All]**
Da-da-da-da da-wow!
### Do the Moonwalk, Ponies!

**[Backup singers]**
Ooh, ooh, ooh, ooh
**[Night Shade]**
I'm a talkin' little pony
Night Shade is my name
**[Backup singers]**
Night Shade! Night Shade!
**[Night Shade]**
You say you'd like to meet me
I'd say that's a shame
'Cause if your feet won't moonwalk
We'll never be in step
**[Backup singers]**
We'll never be in step!
**[Night Shade]**
You got to do the moonwalk
Because it is so hip
**[Night Shade (with backup)]**
Do the moonwalk, ponies (do the moonwalk)
Put that sparkle in your shoes
Do the moonwalk, ponies (that's right)
And you'll never get the blues
Move your feet (move your feet)
Put a smile on your face
Do the moonwalk!
Gungir

The gungir, named for the spear of Odin that was enchanted to never miss its mark, are disciples of a close quarters combat style which blends martial arts with small arms to deadly effect. Performing feats of acrobatics and stunning gunplay, the gungir are as much a living myth as anything. Accurate, evasive and lethal, these martial warriors find themselves in all walks of life.

## Prerequisites

Small Arms Proficiency, Acrobatics 1 rank, Engineering 1 rank.

## Alternate Class Features

### Way of the Gun (2nd)

When making Engineering checks to identify or repair a weapon of the small arms group, treat the DC as if it were 5 lower. You treat all small arms as if they had the Quick Reload weapon special property. When firing a small arms weapon which has the broken condition, you may spend a Resolve Point to ignore the −2 penalty to attacks until the end of the encounter. Finally, you may take the Gun Fu Initiate feat without meeting the prerequisites.

### Uncanny Draw (4th)

You gain +2 Initiative. Furthermore, you gain the Quick Draw feat. If you have a weapon belonging to the small arms category unconcealed, and your hands are free and unrestrained, you may draw it as part of an Initiative check.

### Gun Fu Disciple (6th)

When within 30 feet of the target, you may choose to use a Resolve Point to fire your small arms weapon without provoking attacks of opportunity for the round. At 10th level, you no longer provoke attacks of opportunity when making attacks with small arms, and may resolve melee attacks of opportunity as ranged attacks with small arms. You instead gain the gun fu cybermonk technique.

### Deft Dodge (9th)

When targeted by a melee or ranged attack, but before you know if the attack hit, you may use one Resolve Point as a reaction to gain your Wisdom bonus as an insight bonus to EAC and KAC, and may make a guarded step as part of the reaction.

### Gun Fu Mastery (12th)

When you make a full attack with a weapon or weapons of the small arms category, reduce the attack penalty by one. This reduction is applied after all other reductions to attack penalty from other sources, though it cannot reduce the penalty to a total better than −2. If you have multiple attacks, this effects all of them.

### Return Fire (18th)

Whenever you use the deft dodge ability you may make a special counter attack against the attacker as part of the reaction so long as the attacker is within 60 feet.
Bounty Hunter

You track people down for money. It is a dangerous profession, as most of your targets understandably don’t wish to be caught. You wouldn’t have it any other way. You might have a code of ethics, never taking jobs that, say, target children or members of your own race. You might hunt down only escaped criminals. Or you might be completely amoral, taking any job that comes along—for the right price.

## Theme Knowledge (1st)

Your mind is a cold steel trap when it comes to scraps of information about the creatures you’re tracking down. Choose a specific sentient creature that you can identify by name, alias, or specific identity to be your mark. Reduce the DC of Culture or Profession (bounty hunter) checks to recall knowledge about your mark, as well as to recall knowledge about law-enforcement individuals and practices, by 5. If you choose a mark that is known only by an alias or secret identity, this ability helps you learn facts only about the identity you know about, not any other unknown identities. Once you defeat your mark, as an action that takes 1 minute, you can study dossiers and database information about another individual to be your new mark. You can instead abandon your mark for a new one without defeating it, but if you do so, you take a –2 penalty to all skill checks for 1 week. Survival is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Survival checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.

## Swift Hunter (6th)

You know just how to ask around about your marks to gain information and insight in a hurry. You can use Diplomacy to gather information about a specific individual in half the normal time, and you reduce the penalty for following tracks using Survival while moving at full speed to 0.

## Relentless (12th)

You never seem to get tired, even when working longer and harder than everyone else in pursuit of your mark; some of your targets might even refer to you as a tireless ghost or an all-seeing hunter. You can walk or be otherwise active for 12 hours instead of 8 before needing to attempt Constitution checks for a forced march (see page 258), and you can hustle for 2 hours a day during overland travel (see page 258) instead of 1 hour. Reduce the penalty for following tracks using Survival while moving at double speed to –10.

## Master Hunter (18th)

Your relentless pursuit of your mark steels your determination and can renew your inner reserves of strength. Once per day while in pursuit of your mark, you can review current information about your mark for 10 minutes to regain 1 Resolve Point; this doesn’t count as resting to regain Stamina Points. Additionally, once per day when you defeat your mark, you regain 1 Resolve Point.
My Little Pony Equestria Girls Minis

## Pinkie Pie's Slumber Party

##### 2015 version

**Pinkie Pie**: Gotta get ready, gotta get ready! Where is it? Where is it?! [screams] *Where is it?!*
**Pinkie Pie**: Found it!
##### February 2016 version

**Pinkie Pie**: [gasps] Oh! [yelping]
**Pinkie Pie**: [screams] [giggles]
### Twilight Sparkle

**Twilight Sparkle**: [screams]
**Spike the Dog**: [burps] Mmmm...
### Rarity

**Rarity**: [gasps] [coughing]
**Rarity**: Ahhh... Ugh!
**Pinkie Pie**: [squeals]
### Equestria Girls

**Twilight Sparkle**: Ah!
**Twilight Sparkle** and **Rarity**: [giggling]
**Applejack**: Yeah! [laughing]
**Fluttershy**: [gasps]
**Applejack**: Wah!
**Rainbow Dash**: Oof!
**Applejack**, **Fluttershy**, and **Rainbow Dash**: [gasps]
**Fluttershy**: [yelps]
**All**: [laughing]
## Dance Off

**Twilight Sparkle**: [grunting]
**Flash Sentry**: Huh?
**Rainbow Dash**: [laughing] Whoo!
[crash]
**Twilight Sparkle**: Aah!
**Rainbow Dash**: Ugh! Yeah!
**All**: [laughing]
## Adventures at Canterlot High

**Rainbooms**: [laughs]
**Pinkie Pie**: Whoo!
**Rainbooms**: [gasps]
### Sci-Twi's Lab

**Sci-Twi**: [gasps]
**Pinkie Pie**: [yelps, gasps]
**All**: [laughing]
**Rainbow Dash**: Yeah!
## The Show Must Go On

### Part One

**Equestria Girls**: [excited chatter]
**Pinkie Pie**: [gasps, screams]
**Rainbow Dash**: Yeah!
[rumble]
**Applejack**: Oh!
**Pinkie Pie**: Ooh!
[pop]
**Rarity**: Ugh!
**Twilight Sparkle**: Oof!
**Rarity**: Oh!
**Twilight Sparkle**: Ugh!
**Juniper Montage**: [gasps]
**Rainbow Dash** and **Fluttershy**: [gasp]
[camera flashes]
**Juniper Montage**: [giggles]
### Part Two

**Juniper Montage**: [giggles]
**Equestria Girls**: [struggle]
[camera flashes]
**Sunset Shimmer**: Ooh! Ahh!
[bonk!]
[zoom!]
**Juniper Montage**: Huh? Hmm? [screams]
[bowling pins strike sound]
**Equestria Girls**: [laughing]
**Rainbow Dash**: Aw, yeah!
**Juniper Montage**: Hmmph.
A Waste of Time

A Waste of Time is the first game developed by the indie development team BurgerByte Studio.

## Synopsis

A Waste of Time takes place in the year 2319, 319 years after an event that left humanity barely. The player controls Kane as they go through the Wasteland trying to restore peace and order until Kane encounters a plot to permanently wipe out humanity.
Mercenary

Whether you take jobs that match your ethical beliefs or you fight for anyone who can afford your services, you are a hired gun. You might take pride in your past accomplishments, proudly displaying trophies of your kills, or you might be laden with guilt over being the sole survivor of a mission gone terribly wrong. You most likely work with other mercenaries and are familiar with the methodologies of military actions all across the galaxy

## Theme Knowledge (1st)

You are knowledgeable about the military, from rival mercenary groups to standard military procedures to planetary armed forces, and you can draw upon this fount of information to aid your adventurous pursuits. Reduce the DC of Culture checks and Profession (mercenary) checks to recall knowledge about hierarchies, practices, personnel, and so on in the military by 5. Athletics is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Athletics checks. In addition, you gain an ability adjustment of +1 to Strength at character creation.

## Grunt (6th)

You’re used to long marches while carrying heavy equipment and can hoist most machinery with ease. Treat your Strength as 1 higher for the purpose of determining your bulk limit (see page 167).

## Squad Leader (12th)

You are extremely skilled at coordinating with your squad, both because of your tactical efficiency and because of the respect that you command. If you are able to attempt the check in question, you automatically succeed at a skill check to aid another (see page 133) when assisting a squad member or other longtime ally (such as a fellow PC).

## Commander (18th)

You pull determination from your victories with your squad, no matter how bloody. After participating in at least three combats in a day in which you defeat distinct groups of significant foes, you recover 1 Resolve Point. After participating in six such combats in a day, you recover a second Resolve Point.
Frankie Lymon and the Teenagers

Frankie Lymon and the Teenagers were the first teenage rock group. They had two hit singles. Lymon has been claimed as an influence by many artists including The Temptations, Smokey Robinson, and Diana Ross. Lymon, without the Teenagers, has a star on the Hollywood Walk of Fame. They were inducted by soul group Boyz II Men.
Sprawler

Sprawlers live on the streets of the megaplex by their own choosing or circumstance. For many, such a fate would mean a quick death from any of a dozen different dangers, but sprawlers not only survive; but they thrive in a harsh, unforgiving environment with few resources. A sprawler tends to be pragmatic about life, both in and out of combat, doing what is necessary for survival.

## Theme Knowledge (1st)

Reduce the DC of Culture checks to recall knowledge about major sprawls, sprawl sectors, local governments and power groups by 5. Culture is always a class skill for you, though if it is a class skill for the class you take at 1st level, you instead gain a +1 bonus to Culture checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation.

## Streetwise (6th)

You know how to get by in the sprawl, and can use the Culture skill as if it were the Survival skill for the purpose of living off the land and orienteering when in an Urban Environment. Additionally, when using Culture to decipher writing on graffiti (real or hyper) or hidden messages in plain sight you reduce the DC by 5.

## Incognito (12th)

You know which colors or items to avoid in a region, and your expertise helps you move discretely through the sprawl. You may use half your ranks in Culture as a bonus on Disguise checks to help yourself or your allies blend in an urban environment.

## Master Sprawler (18th)

Twice per day, after spending 10 minutes reviewing the regional news feed, talking with locals, or just walking the block, and succeeding at least one Culture check, you recover 1 Resolve Point.
Investigator

As an investigator, you wade through the dregs of life, sifting through the detritus for clues, peering into dark corners to find secrets not meant to see the light of day, and use them to get to the truth of the matter. You get paid — sometimes well — for your discretion, but some secrets should remain in the shadows. Your abilities often put you at odds with those around you, marking you for vengeance. To do this job, you need to keep your wits sharp and your gun loaded.

## Theme Knowledge (1st)

When using Perception to search for hidden objects, treat the DC to locate them as if it were 5 lower. Perception is a class skill for you, though if it is a class skill from the class you take at 1st level you instead gain a +1 bonus to your Perception checks. In addition, you gain an ability adjustment of +1 Wisdom at character creation.

## Art of Observation (6th)

Your attention to detail is often difference between life and death. You may use Perception as if it were the Sense Motive skill for all purposes, and as if it were the Survival skill for the purpose of following tracks when in an urban environment.

## Gut Feeling (12th)

Once per day, you may choose to spend 5 minutes reflecting on a hunch and spend a Resolve Point to gain the answer to a yes or no question. The GM rolls d% and so long as he rolls higher than 75%, you gain the correct answer. While you can’t be certain how you know, your certainty is the result of you condensing your subconscious observations into a conscious conclusion.

## Master Investigator (18th)

Vigilance and an objective perspective on are what solves cases. Up to twice per day you may spend 10 minutes mulling over clues, leads, context and your theories about various investigations, seeking some new insight. When you do this and succeed at least one perception check, you recover a Resolve Point.
Grenades

Grenades are a special type of thrown weapon that can deal a variety of types of damage as well as create special hindering effects, as shown on Table 7–7.

## Weapon Descriptions

### Cryo Grenade

Cryo grenades release a blast of supercooled chemicals on impact, which immediately coalesce into freezing particles.

### Flash Grenade

When detonated, a flash grenade releases a pulse of intense radiance.

### Foam Grenade

A foam grenade explodes on impact to release a burst of fire-suppressant foam akin to that from a fire extinguisher. This foam reduces the damage from the burning condition or from the corrode critical hit effect taken by creatures within the area by the listed amount each round; this ends the burning condition or corrode effect if it reduces the amount of damage to 0. This also ends any active fires within the affected area.

### Frag Grenade

A fragmentary, or frag, grenade explodes in a cloud of shrapnel.

### Incendiary Grenade

Incendiary grenades detonate in a spray of superheated plasma.

### Pulse Grenade

A pulse grenade emits a powerful EMP blast on impact whose damage and effects apply only to constructs with the technological subtype. Constructs reduced to 0 HP by a pulse grenade are not destroyed but simply nonfunctional until restored to 1 or more Hit Points. The EMP wave from a pulse grenade is not intense enough to affect augmentations, weapons, armor, or other technological gear.

### Riot Grenade

Riot grenades are standard issue among police forces, as they deal nonlethal damage and slow the movements of creatures affected by the blast.

### Screamer Grenade

When detonated, a screamer grenade releases a piercing shriek of sonic energy.

### Shock Grenade

A shock grenade releases a pulse of electrical energy on impact.

### Smoke Grenade

A smoke grenade deals no damage; instead, it releases a cloud of dense smoke. Each character who inhales smoke must succeed at a Fortitude saving throw each round (DC = 15 + 1 per previous check) or spend that round choking and coughing; he can do nothing else. A character who chokes for 2 consecutive rounds takes 1d6 nonlethal damage. (Active environmental protection from a suit of armor prevents this effect altogether.) Regardless of the armor a character wears, smoke obscures vision, granting concealment to anyone within it.

### Stickybomb Grenade

A stickybomb grenade detonates with a splash of adhesive resin.

### Web Grenade

Developed using samples of spiders' biological webbing, a web grenade explodes to cover the area in sticky strands of high-tensile fibers, making the affected area difficult terrain.
Lenny Kravitz

Lenny Kravitz is a rock musician most popular in the nineties. He has been greatly popular, with numerous certified albums. He had five hit singles with numerous additional rock hits. He has four Grammys. He was a part of the album rock revival of the nineties. He participated in the 2015 Super Bowl halftime show.
Kane

18,743

Kane is the main protagonist of A Waste of Time. After accidentally being sent back in time, Kane must prevent the future apocalypse before it begins.

## Backstory

Kane was born to Maria and Jason who both died under unknown circumstances. Baby Kane was fortunately saved by a mysterious man going by the name of "**Jake**", who would follow through to become a fatherly figure to Kane. Jake raised Kane and trained him under the circumstances that he was going to be a wasteland hunter when he was older.

## Story

It's been seven years since Kane's **adoptive father** died. Kane returns home from a hunting trip and starts talking to his father's grave. Kane starts telling his father about the hunting trip before realising that his father's handcrafted sword was missing from its gravestone

## Appearance

Kane's appearance is that of a fit 28-year-old black male. Kane is attired to rugged clothes consisting of a rugged coat and baggy grey pants.

## Personality

Kane's personality is entirely dependent on the player.

Assuming the player follows the positive alignment Kane is a charismatic individual who doesn't mind going out of his way to help people out.

Assuming the player follows the negative alignment Kane is a cold-hearted narcissistic individual who doesn't mind killing people to extend his gain. As soon as this Kane finds out that the Heart of Time has the potential to turn him into the new God of Time Kane's only goal is to become the new God of Time and recreate time to his liking.

## Abilities

Kane is a Magi-Human hybrid, meaning that Kane has access to various Celestial abilities but isn't able to use the full potential of his abilities.

Kane was also trained by his adoptive father in swordsmanship and archery and by Sid's uncle in various basic magical abilities.

## Trivia

* In Kane's earlier concepts he use to be white.
Fugitive

You’re on the run. You might be an escaped android, or perhaps an indentured cyborg or hybrid skipping on your terms of service. Whatever the case, you need to keep a low profile, because people are looking for you. Whether they want to capture or kill you depends on the circumstances of your escape.

## Theme Knowledge (1st)

Culture checks made to recall knowledge about laws, law enforcement, law enforcement tactics, and the criminal underworld, jails and prisons have their DCs lowered by 5. Culture is a class skill for you, though if it is a class skill from the class you take at 1st level you instead gain a +1 bonus to your Culture checks. In addition, you gain an ability adjustment of +1 Charisma at character creation.

## On the Run (6th)

You are a fugitive from justice, known by law enforcement and criminals across the country. You are forced to use lies and threats to scrape by. Once per day you may gain an insight bonus to Bluff or Intimidate equal to half your level. This bonus applies to a single skill check.

## Threat of Violence (12th)

You’re volatile and violent when threatened. As a reaction, you may spend a Resolve Point and make an attack roll against someone who makes an attack roll or Intimidate skill check against you. You can do this once per encounter.

## Master Renegade (18th)

You wouldn’t have made it this far if you didn’t know when to lay low and when to face the heat. Up to twice per day, you can spend 10 minutes collecting your thoughts and planning your next step. If you succeed at least one Culture check during this time you recover 1 Resolve Point.
Influencer

Thanks to interstellar transmissions and Drift travel, the galaxy is smaller than ever, and this connectivity has facilitated your ascension to celebrity status. You might be a famous performer or a celebrated scientist, but either way, you get recognized on the Pact Worlds and in associated systems. Your reason for traveling to unknown worlds might be to further spread your acclaim or to escape the limelight.

## Theme Knowledge (1st)

Choose a Profession skill. You are hooked deeply into the culture of your iconic profession. When attempting a Profession or Culture check to recall knowledge about other celebrities of your profession or details about your profession’s cultural aspects, increase the DC by 5. You gain a +1 bonus to checks with your chosen Profession skill. Culture also becomes a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Culture checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.

## Celebrity (6th)

You are famous enough that pretty much everyone has either heard of you or can quickly find information about you (it’s a DC 10 Culture check to recognize your name and a DC 20 Culture check for someone to recognize you out of context from your appearance alone). Among those who follow your iconic profession, you’ve built up both fans and detractors due to your celebrity. If you’re looking for a generic person like “a doctor who can treat this disease,” you can almost always find one who’s a fan and whose attitude starts as friendly or helpful to you; this takes 2d4 hours. At the GM’s discretion, fans might give you services (although not goods) for a discount or even for free.

## Megacelebrity (12th)

Your reputation grows to the point that your name is ubiquitous. The DC of Culture checks to recognize you is reduced to 5 (or 10 to recognize you out of context from your appearance alone) and it takes only 1d4 hours to find a fan who meets a generic description. In addition, fans give you a 10% discount on purchased goods.

## Master Influencer (18th)

Up to twice per day, you can interact with the public about your profession (usually during a performance, such as a concert, but sometimes in a press conference afterward if your profession requires no audience) for a total of at least 10 minutes to recover 1 Resolve Point.
Athlete

You might be a corporate-sponsored player, a wasteland cage fighter, a martial artist, or a track runner. You might have worked hard to get here or taken a sub-dermal augmented shortcut. Still, your abilities are significant, no matter how you obtained them, and make you a formidable ally.

## Theme Knowledge (1st)

Reduce the DC of Culture checks to recall knowledge about major athletes, sports teams, sports sponsors by 5. Athletics is always a class skill for you, though if it is a class skill for the class you take at 1st level, you instead gain a +1 bonus to Athletics checks. In addition, you gain an ability adjustment of +1 to Strength at character creation.

## Strength Training (6th)

Your training helps you push further than others. Once per day, you may spend a Resolve Point when making a Strength check and roll the strength check twice, taking the higher result.

## Get Back Up (12th)

You find your limits, and break them. Once per day, when you make a save against an effect that would result in a condition, you may spend a Resolve Point and roll the save against the effect twice, and use the better result.

## Master Athlete (18th)

Up to Twice per day, after spending 10 minutes exercising and practicing and succeeding at least one Athletics check, you recover 1 Resolve Point.
Sector Cop

The sector cop has one of the toughest jobs in the sprawl: enforcing law and order in an environment antithetical to such concepts. The badge makes the sector cop a target, and not just for bullets. People both hate and fear the sector cop, and all too often for good reason. One wrong move, one word spoken in anger, will get a person marked as a potentially hostile civilian, and that’s all a sector cop needs to take the law into his own hands. Many sector cops are just as corrupt as the people they bring in, but there are exceptions. While in the minority, there are those who still believe in the antiquated motto “To Protect and Serve.” The way of life follows you even after you leave the law enforcement. This theme is for anyone with a history of law enforcement; not just those currently carrying a badge.

## Theme Knowledge (1st)

Culture checks made to recall information about what informants, dealers, snitches and rats might have useful information on any given topic have their DCs lowered by 5. Culture is a class skill for you, though if it is a class skill from the class you take at 1st level you instead gain a +1 bonus to your Culture checks. In addition, you gain an ability adjustment of +1 Charisma at character creation

## Interrogation (6th)

You may use the Intimidate skill as if it were the Diplomacy skill for gather information. Additionally, once per encounter, you may make a special check as a swift action by spending a Resolve Point and rolling an Intimidate check against DC 20 + the individual’s CR. If you succeed, the individual is flat footed until the end of your turn.

## Persuasive Brutality (12th)

Whenever you deal nonlethal damage to an opponent that is already shaken you may spend a Resolve Point to make a special Intimidate check, using Intimidate as if it were Diplomacy to change the attitude of the person, Improving it by one step temporarily. If successful, the individual’s attitude improves based on the check result for the next five minutes. You must have spent at least one minute interacting with the individual before the check, and you may ignore the usual rules about attacks or negative circumstances worsening the attitude of a person.

## Master of the Sector (18th)

You don’t just work the streets, you run them. Twice per day, you can spend 10 minutes interacting with the people who live in the area. If you succeed at least one Intimidate check during this time you recover 1 Resolve Point.
Ace Pilot

You are most comfortable at the controls of a vehicle, whether it’s a starship racing through the inky void of space or a ground vehicle zooming between trees, around boulders, and across dusty badlands. You might be a member of an elite military force, the recipient of intense courses of training. Alternatively, you might be a total amateur with innate skills that make you a much-admired hotshot.

## Theme Knowledge (1st)

You are obsessed with starships and vehicles, and have committed to memory almost every related tidbit of knowledge you’ve ever come across. Reduce the DC of Culture checks to recall knowledge about starship and vehicle models and parts as well as famous hotshot pilots by 5. Piloting is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to your Piloting checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.

## Lone Wolf (6th)

You know at least a little bit about handling every role on a starship, and you can sub in for certain tasks in a pinch. Whenever you need to attempt a skill check either during starship combat or to directly repair or otherwise maintain your starship, you can treat half your ranks in Piloting as your ranks in the appropriate skill for the check, if that would be better (since you effectively have ranks in the related skill, you are considered trained in the skill for the purposes of this check).

## Need for Speed (12th)

Speeding in a vehicle gives you a heady rush, and you can easily handle operating vehicles at high velocities that might send lesser pilots spinning out of control. Reduce any penalties to Piloting checks you make when on a vehicle by 1. When you take the double maneuver action during a vehicle chase (see page 283), reduce the penalty for each action by 1. Whenever a Piloting check has a penalty for failing by 5 or more, you take that penalty only if you fail by 10 or more.

## Master Pilot (18th)

Your piloting accomplishments invigorate you, giving you renewed purpose and zeal. Up to twice per day, when you defeat a significant foe in starship combat as a pilot or succeed in a vehicle chase (meaning that you’ve either escaped a pursuer or caught or defeated your opponent), you recover 1 Resolve Point.
Laborer

Even in the age of automation and artificial intelligence, there are some jobs that have to be done with manual labor. Most laborers are lower caste, and often members of the races that border on slaves, such as androids.

## Theme Special (1st)

Profession: Laborer (Str) is always a class skill for you.

## Theme Knowledge (1st)

Reduce the DC of Culture checks to recall information previous jobs, possible jobs and job opportunities for laborers by 5. Culture is always a class skill for you, though if it is a class skill for the class you take at 1st level, you instead gain a +1 bonus to Culture checks. In addition, you gain an ability adjustment of +1 to Strength at character creation.

## Improvisation (6th)

You are accustomed to working without the equipment you need for a job. You may always perform skill checks as if you had the basic tools required for the job, even when you do not.

## Forced Labor (12th)

Your experience with long hours in poor conditions has made you resistant to their ill effects. So long as you have at least one Resolve Point remaining, penalties from conditions do not apply to your Athletics checks, Profession: Laborer checks or Fortitude saves against fatigue effects.

## Master Laborer (18th)

Up to Twice per day, after spending 10 minutes performing basic physical labor, maintaining equipment, or communicating related to your work, and you succeed at least one Culture check, you recover 1 Resolve Point.
Themeless

If you decide that none of the themes above fit your particular character concept, you can choose not to have a theme. You then gain the following benefits at the listed levels. A themeless character is considerably less powerful than a character with a theme, so choose this option with care.

## Theme Knowledge (1st)

You gain a class skill of your choice when you create a themeless character. Also, you gain an ability adjustment of +1 to any ability score you choose.

## Certainty (6th)

Once per day before you roll a skill check, you can gain a +2 bonus to that skill for that check.

## Extensive Studies (12th)

Choose a skill that is a class skill for you. Once per day, you can reroll one such skill check before learning the results of the roll. You must take the second result, even if it is worse.

## Steely Determination (18th)

Increase your pool of Resolve Points by 1.
Spacefarer

Your longing to journey among the stars can’t be sated. You yearn for the adventure of stepping onto a distant world and exploring its secrets. You tend to greet every new opportunity with bravery and fortitude, confident that your multitude of skills will pull you through. Perhaps you simply find joy in the act of traveling with your companions, or perhaps you are just out to line your pockets with all sorts of alien loot!

## Theme Knowledge (1st)

You are obsessed with distant worlds, and you always mentally catalog everything you learn about new and strange places so you can recall it when you need it most. Additionally, you use your knowledge of biology and topology to inure yourself to alien hazards. Reduce the DC of Physical Science checks to recall knowledge about strange new worlds or features of space by 5. Physical Science is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Physical Science checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.

## Eager Dabbler (6th)

In your journeys, you’ve picked up quite a few tricks about all sorts of things, even if you haven’t formally studied them, and you can often use this logic and intuition to your advantage. You gain a +2 bonus to skill checks if you don’t have any ranks in that skill. This ability does not allow you to attempt checks for trained-only skills (see page 134).

## Jack of All Trades (12th)

You can do just about anything if you put your mind to it, and you never let lack of formal instruction stand between you and a task that needs handling. You can use all skills untrained, even if you could not normally do so, and when you roll a natural 20 while attempting a skill check for a skill in which you don’t have ranks, your bonus from eager dabbler increases to +4.

## Master Explorer (18th)

Scientifically noting the even tiniest details about a new place—including everything from apparent colors and incline grades to barometric, seismic, and other delicate readings—is absolutely invigorating to you. Up to twice per day while on an unexplored planet (typically one that has had no contact with humanity, though it doesn’t need to be one you discovered yourself), you can spend 10 minutes exploring, mapping, and documenting a new geographical feature to recover 1 Resolve Point; this doesn’t count as resting to regain Stamina Points.
Starfinder

Starfinders spend a considerable amount of time, money, and effort exploring places their fellow citizens have never been. Whether they’re investigating the ruins of ancient cultures, worlds with no modern technology, or civilizations with no prior contact with the humanity, Starfinders are always pushing the boundaries of explored space in a quest for knowledge. Starfinders are specifically trained in exploration, scouting, and survival.

## Alternate Class Features

### Trained for Trouble (2nd)

You gain Culture and Survival as class skills. For each of these skills that is already a class skill for you (or becomes a class skill) from a source other than this archetype, once per day you can choose to roll a check with that skill twice and take the best result.

You can attempt Engineering and Life Science skill checks to identify creatures (see page 133) even if you are not trained in those skills. You can attempt Survival skill checks to endure severe weather while moving at your full overland speed and receive the bonus you would normally receive for moving at half your overland speed. You can also attempt Survival checks to live off the land while moving at your full overland speed.

### Ready for Anything (4th)

As an advance scout and planner for larger expeditions, you have trained yourself to be ready for nearly anything. This experience and expertise at planning gives you a number of abilities.

When you are able to act in the surprise round of a combat, you gain a +2 bonus to your initiative check for that combat.

When you successfully identify a creature with a skill check (see page 133), you learn one more useful piece of information than normal. When you reach 11th level in the class with which you took this archetype, you instead learn two more pieces of useful information than normal.

When you attempt a Culture check to decipher writing (see page 139), there is no chance you will misconstrue the message (though you might still be unable to translate it), and you can take 20 (see page 133) on Culture checks to decipher writing even if you are not trained in Computers and don’t have access to a computer or downloaded dataset.

### Field Fix (6th)

You’ve spent enough time in strange lands, far from the safety of known civilization, to learn to patch up technology and vehicles— and even yourself and fellow travelers—using whatever is at hand. Once per day as a standard action, you can spend 1 Resolve Point to regain a number of Stamina Points equal to your class level (up to your maximum). Alternatively, you can take 10 minutes and spend 1 Resolve Point to restore Hit Points equal to your class level to one vehicle, piece of equipment, or creature. It is assumed you have gathered whatever materials you need to perform this action in your normal activities.
Cyberbushi

With the advent of strength- and speed-enhancing cybernetics, the way of the sword has come back in vogue. Cybernetic Swordsmen like the ninja and samurai of old Japan have made their way into the streets and alleys, into the battlefields and borderlands. The new age of the sword is upon us.

## Prerequisites

Advanced Weapon Proficiency, Quick Draw, Sleight of Hand 1 rank, must be able to accept Cybernetic Augmentations.

## Alternate Class Features

### Cyberblade Style (2nd)

Your arms have been replaced with cybernetic arms which enhance your strength and speed when executing a variety of melee attack motions. When using advanced melee weapons, treat your strength score as if it was +1 higher per 4 character levels for the purpose of determining melee attack bonus and damage.

Additionally, you may learn the Defensive Duelist, Parry, and Riposte razor's edge abilities as if they were combat feats with a base attack bonus prerequisite equal to the earliest level at which they can be learned.

### Iaijutsu Strike (4th)

As a full action you may move up to your speed and make a single melee attack. Just before you attack, if your weapon is sheathed, you may draw it and make a Sleight of Hand check with a DC equal to 15 + your target’s CR. If you succeed, your attack deals an extra point of damage per character level. This damage is not doubled on a critical hit.

### Deflect Projectiles (6th)

You gain Deflect Projectiles as a bonus feat even if you don’t meet the prerequisites. Additionally, you may attempt to deflect the projectile so long as your weapon is an advanced melee weapon.

### Reflect Projectiles (12th)

You gain the Reflect Projectiles feat even if you don’t meet the prerequisites.

### Iaijutsu Master (18th)

When making an Iaijutsu strike you may spend 2 Resolve Points to instead gain an amount equal to double your level as bonus damage.
Human 2.0

With the secrets of the genome unlocked, humanity is now a blank canvas awaiting the artful hand of the geneticist. Design houses allow parents the option of improving their unborn child's potential, gracing them with looks, intelligence, athletic or artistic abilities, and providing their offspring with the best advantages rather than leaving it to nature or random chance.

## Physical Description

While still truly human, Human 2.0’s (also called H2’s) stand out in a crowd. They have the best that human genome has to offer, and it shows. Height, muscles, good skin, great hair, perfect teeth, poise, posture, confidence — all these things and more are a testament to the work of the geneticist. A human 2.0 is the physical embodiment of the idealized human being.

## Human 2.0 in Society

With the myriad benefits of their stacked deck of genetic benefits, H2’s are nearly always found in the upper echelons of society, reaping the rewards of their heredity fortunes. They are found in a variety of fields — the arts, business, entertainment, medicine, politics, technology excelling as their talents allow. If they are found in the seedy underbelly of society, it is usually because they choose to be there. Thrill-seekers go where the action is, and there is plenty of it on the darker side of things.

## Racial Traits

### Arrogant

H2s know they are better than your average human. Even the kindest, most benevolent Human 2.0 can see that others are less gifted, and it shows. When interacting with any creature of a lower level or of a CR lower than their level, they take a −2 to Diplomacy checks.

### Genetic Perfection

H2s have incredible potential for growth and adaptation. Every 5 levels, when they select which ability scores to increase, they may select one additional physical ability score to increase.

### Superior Immune System

H2s receive a +4 to saving throws against disease and poison.