recursal/Fanatic-Fandom huggingface dataset:
Armor Template

Available Modification Slots

Lore:

Tell us about the armor. What does it look like? What does it do? Any special effects should be listed in the table above but feel free to describe them here as well. Armor is typically weaker on the arms and legs for mobility but the torso and helmet are generally hardier against damage to protect the occupant.

## Notes

Section describes which section of the armor is in question. This is already filled out in the template since armor sections do not change in terms of game mechanics. ARE refers to 'Armor Rating: Energy'. This in turn is a measure of how protective the armor is against energy weapons (lasers, plasma, etc.). ARK refers to 'Armor Rating: Kinetic' which is a measure of how protective the armor is against projectiles (bullets mainly). Most armors will sacrifice one in favor of the other or be modest in both aspects but specialize in neither. AH refers to 'Armor Health' which is how much health the armor has. Type refers to the type of armor being Light, Medium, Heavy or Power Armor. The heavier armors will have better protection usually at the cost of mobility. Special Tags refers to any special tags on the armor which set it apart.

Light armor is best used for typical police work. It will typically have armor ratings of anywhere from 1 to 5 and is not suited to stopping rifle first or for long duration engagements. Most often this type of armor is focused on only protecting the vital organs of the user; typically not coming with a helmet either though this isn't always the case. Most light armor will have roughly 200 to 300 health in the torso with less on the arms and legs.

Medium armor is what SWAT and Soldiers wear; heavier and more durable than light armor. It typically has a helmet and armor ratings are usually anywhere from 5 to 7 though the arms and legs are weaker if protected at all. Medium armor is always more expensive than light armor.

Heavy armor is extremely tough and durable; often having an armor rating from 7 to 10. It is the toughest non-power armor protection available to infantry. It does, however, slow the user considerably. Heavy armor is most often used for EOD, vanguard assault forces of certain militaries and for heavy duty mercenaries that intend to wade into a gunfight. While there are devices that can help reduce the felt weight of the armor this armor class is also still very heavy even with these devices. It will always be slower than any other armor class; cutting the movement speed of an individual in half.

Power armor requires specific modifications done to the human body in order to properly interface with the armor and prevent it from injuring the user. It is the most protective armor infantry can wear and often comes with special weapon platforms, computer assisted aiming and more. This armor class requires great sacrifice to wear and will be detailed on the power armor template.
Van'eil'ka Nomad Organ

## FTL Modules

 Manufacturer
 FTL Type
 Light Years per Day
 20

The Nomad Organ of the Van'eil'ka breed of Dre'za'kar is a powerful, unique evolution of the creature that allows it to travel at faster-than-light speed. Like all Dre'za'kar Species, the Nomad Organ is specially suited to the massive body of the Van'eil'ka and, thus, cannot be utilized by a non-organic ship or by any other Dre'za'kar that is not of the same breed. While this limitation means that any damage the Nomad Organ sustains must be allowed to heal naturally, it also means that the Van'eil'ka is specially suited to using the organ and suffers no drawbacks that might normally be associated with the activation of such a potent device.

The Nomad Organ utilizes the concept of trans-dimensional faster-than-light travel, creating pockets in space and accelerating through them into a higher dimension that is vastly smaller than the realspace outside of it. This allows for very quick travel over long distances without the fear of plotting precise courses to avoid collisions. Calculations are necessary to ensure that the Breed exits the higher dimension, dubbed "Ind'ir", at the right moment. The name of the dimension used to travel space has led to this form of FTL being referred to by the Ael'id as "Ind'ir'kas".

## Notes

Like all forms of Ind'ir'kas, the Nomad Organ possesses the same limitations to it's function and activation. The first limitation is the inability to activate it while in close proximity to other large masses in space. This "Mass Locking" effect is due to the inability of the Dre'za'kar to provide enough energy from it's internal stores to drag both itself, and the other mass, into the Ind'ir. There are exceptions to this for extremely small craft that are caught in the wake of a jumping Breed, but survival in this case it rare. Secondly, the large amount of power needed to create such an opening in realspace means that it takes time for the Nomad to fully charge itself and be activated. In this time, the Breed can be severely wounded or a mass can enter the radius necessary to lock out it's ability to jump.This makes it well suited for travel, though poor for tactical movements and combat solutions.
Spaceborne Self Contained Ecosystem 'Lotus'

Manufacturer
 Entertainment Provisions
 Sight Seeing

The Lotus module was designed for space efficiency on smaller vessels where it matters most. Typically speaking the Lotus facility only houses a handful of small plants or a singular large tree at a time. Most ship owners decorate their module however to their exact specifications; often making entire gardens centered around a single large tree with a handful of small ferns and flowering plants. Due to the design of the Lotus it is capable of caring for the plants with automated drones that can do everything from pruning, shearing, raking and much more. Underneath the soil an automated dip irrigation system provides water directly to the plants' roots without saturating the soil which both improves aeration as well as aids in mitigating and preventing harmful fungi from growing in the soil. Naturally for ship owners who desire to grow fungi this system can be adjusted to provide more or less moisture.
Super Structure Template

Superstructures are the basics of any design of starship. They determine how many modules may be mounted, what the ship is (roughly) capable of and what the starship's base cost will be. Superstructures may be purchased or they may be used in other, completed, ship designs. It should be noted that the price of any ship superstructure should reflect its capabilities with lesser structures being less expensive than other, more advanced, superstructure.

All superstructures are sorted into tiers. Tiers range from one to five tiers. Tier one superstructures are bare minimum structures which are capable of doing a job but do not excel. They are brutish and not elegant; minimally capable of the job. Tiers two and three are mainstay tiers; representing the bulk of most superstructures. Tier four is an advanced but not experimental tier of superstructure while tier five is experimental. Tier five superstructures may slightly exceed the rules of the class of ship superstructure but must also have some flaw (since they are still experimental) that can be transcribed into roleplay.

Superstructures do not have role descriptions. Instead, roles are based upon the modules a ship is outfitted. Roles will be defined later in this segment. For any superstructure constructed it costs 1 ton of gold, 2 tons of copper and 1 ton of silver to specialize a module slot per module slot. Specialized module slots can only mount modules of that specific type but provide bonuses. For ships that are intended to be more modular general purpose slots are often better. For highly specialized vessels, such as warships, specialized slots are generally better than open module slots. Consult your shipyard for how long it takes to produce a starship superstructure.

## Notes

* Agrarian Modules - +10% yields
* Cabin Modules - +10 crew/passengers supported (does not apply to fighter cockpits)
* Cargo Bay Modules - +10 cargo tonnage hold
* Countermeasure Modules - +1 counter measure use
* ECM Suites - +1 programming checks
* Engine Modules - +50% tonnage acceptance
* FTL Modules - +50% tonnage acceptance
* Hangar Bay Modules - +5 small craft storage
* Hull Reinforcements - +50% hull health from the module
* Manufacturing Modules - -1 crew necessary
* Mining Modules - -1 crew necessary
* Reactor Modules - +25% more power
* Recreational Modules - +1 willpower saves after using the rec room for 1 day
* Refining Modules - +5 ore output
* Sensor Modules - -1 all sensor detection
* Shield Modules - +10% shield health
* Stealth Systems - -1 all sensor returns
* Weapon Systems - +1 gunnery for the weapon
Raxus Plasma Pistol

A standard issue plasma pistol manufactured for use by the Ael'id Theocracy's Vi'muth Warrior Caste. These pistols, while designed specifically for the Vi'muth, have found their way into the hands of almost anyone with a reason to carry a weapon within the Theocracy. They are common, easily replaced, and generally effective against most targets. Despite their short range and lack of penetration, the charged plasma cell that powers them is capable of discharging a potent blast of energy that, upon striking a target, will cause persistent burning at the point of impact until the plasma reaction dies down. This can cause bad burns on a target struck by it and reduce the enemy's willingness to fight on after being hit once.

Within the Vi'muth the weapon is usually maintained as a standard side-arm to regular shocktroops, though it sometimes sees action as an off-hand weapon in the case of warriors who wield one-handed melee weapons primarily. It's ability to cause nasty burns, as well as the intimidating crimson flash of it's discharge, can cause seditious rebels and wild beasts to recoil at a mere pull of the trigger.

 Weight
 4 lbs
Vehicle Template

## Lore

Why was this vehicle made? What purpose does it serve? Tell us about it

## Notes

Vehicles that have more armor will be slower than lighter vehicles. They will also, most often, be more expensive than lighter vehicles. Additionally heavily armored vehicles will be unable to traverse the same terrain that other vehicles can; such as bridges. A lightly armored vehicle can still pack significant firepower and be highly maneuverable.

Tanks are most heavily armored on the front and bottom. Their armor is weakest on top and at the rear. Mechs (Walkers) are decently armored all the way around but are lightly armored compared to tanks. APCs and other light armored vehicles typically have their armor weakest on top but heaviest on the bottom and front with relatively good armor on the sides.

Note that this is a guide. The better designed your vehicle is the most likely it is to be successful. Simply having the highest numbers in the armor category doesn't make a successful vehicle; it makes an expensive one.
Wellington 5-7

Weight
 2 lbs

## Lore

The Wellington 5.7 pistol was designed for infiltration missions and to provide operatives with a backup weapon in case the primary weapon was inoperable. It is integrally suppressed and features no capacity for semiautomatic gunfire; instead requiring the operator to manually pull back the slide after each shot. This, combined with subsonic ammunition and other measures, has left the weapon almost completely silent and audible to only the user in most cases. The weapon is ill suited to most forms of combat; being specifically made for infiltrating rather than engaging multiple targets at one time. It also lacks the armor penetration of a rifle and the fire rate necessary to make up for it.

## Notes

This weapon is completely silenced; offering no muzzle flash nor sound to detect.
Valravn Mk III

Available Modification Slots

 Vokter's Internal Oxygen System
 Vokter's Advanced Filtration System

## Lore

The Valravn Mk III was designed by Mischka Hansen, made initially for dravinauryn engineers before it was later noticed for military potential and was refined. Today, the Valravn Mk III has become the staple choice for armor in dravinauryn lives; be them engineers, soldiers or the everyday civilian. The only thing that differentiates each set are the modules that can be applied to its platform, allowing for the armor to be adjusted to the users needs. The Valravn Mk III is a mechanical suit of armor, designed with an advanced built-in H.U.D, as well as neurological sensors and signal processors that allows for certain systems to function without manual force. When worn, the user wears a liquid cooling and ventilation garment beneath the actual armor itself, while the armor has a "crust" layer, and a "comfort" layer.

The "comfort" layer is several folds dedicated to liquid cooling, ventilation and cushioning set between the user's body and the "crust" layer. The first layer is the garment itself; made from a stretchy nylon/spandex-like material, with several hundred feet of narrow tubing woven between the threads that circulates cold water to remove excess heat from the user and the armor. There are also vents that draw sweat away from the user's body so that it can be recycled in the water-cooling system. Oxygen is pulled in from the wrists and ankles to help with circulation within the armor. The water pump is located on the lower back of the armor. Next is a pressure bladder layer; designed to create the proper pressure for the body. The next layer is insulation for temperature control, and the final top-most layer of the "comfort" section is a gel capable of self-repair when damaged.

The "crust" layer is mostly the exterior of the armor, but there's a few important inner folds as well. There's the innermost layer which only serves to compress the "comfort" layer, holding these inner folds to the correct shape of the user's body for a perfect fit. Then there's the next layer that is a combination of waterproof, fire-resistant and damage-resistant fabrics. Beneath this layer in particular, this is where oxygen and propellant hoses are tucked under so that they can be protected. The next layer is like a shell, made to compress the inner folds of the suit some more and offer shape and a little bit of protection. The final layer is the armor; made from durable metals with a reflective coating to fight back heat.
Son of the Mob Series

There are two Son of the Mob books: Son of the Mob and Hollywood Hustle.

Vince Luca is just like any other high school guy. There’s just one thing that sets him apart – his father happens to be the head of a powerful crime organization. Needless to say, his family connections can put a serious cramp in his dating life. How his he supposed to explain to a girl what his father does for a living? But when Vince finally meets a girl who seems to be worth the trouble, her father turns out to be an FBI agent – the one who wants to put Vince’s father away for good.
Scientist scar

## **description**

scar. ayden. [REDACTED] is a scientist and engineer that works for Serenity Enterprises. he designs, suits, weapons, and etc for the company often making power armor for his taste. he works alone when it comes to designing but has a small team when putting the designs to life. his latest work are the alpha suits designed for survival on harsh planets

scar
Ayden

32
8 feet
500 pounds
human
male
Shes'ra-kel Plasma Projector

Weight
 7 lbs.

The Shes'ra-kel is an old classic of the Ael'id Theocracy, redesigned. It's predecessor, the Shes'ra-lin, was designed to be a precision sidearm designed and tailored to the specifications of the Il'dur Caste, who required a weapon that was able to inflict more punishment than the common Raxus service weapon that had seen wide use up until then. This redesign, completed in recent years and distributed among the Il'dur's Aes'i Shara, possesses a larger capacity than the prior model as well as a slightly shorter barrel for ease of drawing and firing in combat. The barrel length does cause the range to suffer slightly in comparison to the prior model, but the trade-off is well worth it for Il'dur seeking a reliable sidearm that packs a punch within the claustrophobic corridors of an enemy vessel.

Utilizing a unique firing system involving disposable VX Plasma Cartidges, the chamber is loaded with up to eight "primed" cartridges before the weapon's power supply, a 20KW internal plasma cell, is used to charge the individual canisters. This cyclic assistance method, while somewhat convoluted compared to consuming the charge directly from the internal plasma cell, allows for the Shes'ra-kel to bring to bear a much denser, more powerful blast of plasma with each shot with almost no drain upon it's internal cell. The internal cell excites the gas within each cartridge and, at the moment the energy begins to build inside of them releases it into a powerful blast of plasma. The internal cell simultaneously charges the magnetic rails lining the barrel, using the magnetic force to shape the plasma into a bar of dense energy that it expelled from the weapon with a great deal more power than the Raxus, which utilized unshaped plasma.

This method has a trade-off. Shaped plasma, unlike the Raxus, does not burn on impact. Instead, it's high penetration often causes the projectile to penetrate it's target precisely and with devastating effect, burning a hole with a diameter of approximately two inches through anything it strikes within it's effective range. The high penetration of the blast means that, while it will almost always penetrate the armor of it's target, it isn't guaranteed to cause lasting damage that can slow or stop a target due to the clean nature of it's projectile. On the other hand, however, paired with the expertise of an experienced shooter and a little luck, it can precisely target vital parts of the body and put an end to it's quarry before they have much chance to resist.
Snoot

Cutting Laser

Lore:

Snoot is a mechanical gecko created by Galexia Luumos, AKA Lex. Snoot was originally created as a robotic pet, but over the years has evolved to his current state and functions. Lex desired a companion in her early years with some very specific characteristics, and thus the idea for Snoot was born. His name isn't an acronym, he is just simply Snoot. He is typically somewhere inside Lex's toolbox or hanging on some part of her body, generally on top of her head or her shoulder.

Aside from providing Lex with the only company she can tolerate for an extended period of time, Snoot has three other actions/abilities. In his mouth, there is a small laser used for cauterizing or cutting through things. While he can't bust through a bulkhead door, he can get through a few layers of sheet metal, enough to get him or his owner access to any wiring or systems below. On his opposite end, Snoot's tail plates will part and produce a small electrical prod. Designed for giving short electrical shocks for restarting localized or partial systems, it can also shock another being. This shock is typically like a glorified or intense static shock, or touching an electric fence in rare cases. It's not lethal and higher voltages can't be sustained long enough to electrocute or otherwise render a larger organic form lasting damage. Lastly, Snoot's eyes have a camera and scanning function, allowing him to map very small and local spaces- usually places Lex can't see for diagnostic purposes. The camera function can be used for the same purpose, or perhaps spying on a private meeting or conversation. Both are relayed to a handheld device that Lex carries on her person.
Shade Heat Distributor

Manufacturer
 Sensor Return Lowered
 Infrared

The Shade Heat Distributor takes heat from various portions of the vessel and redistributes it to the interior of the vessel to provide warmth for the crew. Afterwards the excess heat is shunted back towards the rear of the craft where it is used to heat up various materials, typically sand and heat attracting materials, before being thrown into the vacuum of space away from the ship in a random pattern to avoid detection. Alternative ejection ports are installed and randomly change dispersion patterns on larger vessels.
Starwars Laser Defense System

Slot Usage
 4

The Starwars Laser Defense System utilizes X-ray lasers to fry electronics on missiles or fry the electronics of an aircraft. Naturally such a beam can of course turn a pilot of an aircraft into molten meat but that is ultimately just a convenient side effect of such a defense system. The laser batteries are stored deep within the vessel away from harm's way and the capacitors are stored near the ship's reactor in order to prevent capacitors from being struck by hostile fire and subsequently overloaded. The laser embankments on the other hand are grafted onto the hull and then attached to the capacitors with several arc-fault prevention systems in place to keep a power surface from destroying the lasers. Flash coolant is pumped over the barrel and reactor chamber of every laser after each firing sequence; taking mere seconds to cool them down before they are ready to fire again.

## Notes

This point defense system is automated and has a Gunnery skill of +15. It requires 12 crew to maintain it and keep it operational.

This point defense system deals damage directly to the pilot of a starship. If the starship has shields of any kind this weapon deals no damage to anyone inside that starship. This weapon cannot damage shields.
Ringworld

Ringworlds are massive constructions which cannibalize an entire solar system's celestial bodies in order to provide a habitable area for sapient species. These worlds provide few resources in the way of mineral wealth (if any at all) but can provide bountiful areas for farming as well as heavy industry. The main attraction of a ringworld is its defenses, artificially created climate and terrain. Ringworlds are typically made with a combination of production and defense in mind; allowing units stationed on ringworlds to fight back harder against invaders than anywhere else. Likewise ringworlds cannot suffer from malicious effects and anomalies which make otherwise appealing star systems dull in comparison. Additionally the terrain on a ringworld can be shaped during its construction; allowing it to be used however the creator wishes.

Mechanically speaking, a ringworld takes a lot of resources to construct and sometimes even resources from outside of the parent solar system. They can only be constructed around specific stars and do not provide any mineral or metal resources. Unlike a planet, however, the entire surface and interior of a ringworld can be utilized to construct buildings and house population; making them remarkable centers of industry and research.

Ringworlds must be constructed around a Dwarf Star, Main Sequence Star or Red Dwarf Star. Star systems with ringworlds cannot have multiple stars and additionally must have at least five planets that are not gas giants. Any gas giants are still consumed in the construction of a ringworld.

 Tungsten: 150,000 tons

 None
Van'eil'ka Ablative Exodermis

## Hull Reinforcements

 Manufacturer
 Hull ARK added
 +2

The Van'eil'ka's specific Exodermis was engineered to grow over it's body during it's formative growth period. Stimulated using high amounts of heat and radiation, the exodermis adapted an ablative coating that made it particularly effective at dispersing the effects of energy weapons. This met the intended purpose of further reinforcing the ship against potential attack by seditious rebels who had commandeered captured Breed in the past, most of which utilized the same plasma technology as the Theocracy.

The Exodermis is an extremely thick, absorbent layer of flesh that surrounds the exterior of the Van'eil'ka in order to blunt incoming attacks and protect it's vital interior from suffering debilitating harm during battle. It also doubles as a buffering layer that will repair itself far quicker than catastrophic damage to it's internal organs. This exodermis is what gives the Van'eil'ka it's milky white appearance, while highlighting the bright, emerald green of the plasma channels running the length of it's body. These combine to create an impressive, awe-inspiring visage for the creature that sets it apart from other older Breed in it's class.
Vokter's Internal Propellant System

Manufacturer
 Effects
 Type
 Weight
 Cost in Credits

## Description

A module that was initially designed for the Valravn Mk III, the system incorporates passages within the crust of the armor for monopropellant to be pushed through, and major exits are built on the shoulders, forearms and calves. This system requires an attachment site for where medium or larger propellent canisters can be fastened on for use. These attachment sites can be located below the shoulder exits (on the sides of the spine) or, more commonly, the thighs. The entry tube for each canister mounted (the tube that connects to the canister and feeds into the system) is designed to tuck under the armor plates around the upper portion of the user's torso, following along the side of their spine and feeding into the hub of the system, located above (and slightly underneath) the shoulder exits.
Terracruiser

Size Classification
 Superstructure Tier
 Ship Tonnage
 Ship Role
 Cost in Credits

## Lore

The C2T3 Terracruiser was designed to be the modern Corvette or Ferrari of the skies when regarding cars. As a luxury vehicle it comes equipped with the best living arrangements that can be found on the market, a Cloud Nine VR chamber and other luxury services contained within its hull. Terracruisers are fast, light, maneuverable and comfortable to ride in. Some mercenaries even take out certain systems and replace them with hull reinforcements, weapon systems and other gadgets in order to make very effective, if crudely designed, fighting ships.

As a vessel it certainly has a share of problems. It was never designed to host a shield generator, space aboard the starship is limited which is why it typically only hosts families, its cargo bay is small meaning it's not well suited for shipping jobs and the ship is ultimately made for comfort over function.

## Stats

 Minimum Crew
 1
Trailblazer Pulse Propulsion Engine

## Engine Modules

 Manufacturer
 Tonnage Acceptance
 200 Tons

The Trailblazer Pulse Propulsion Engine uses a similar theory of operation to the Origin Heart Reactor in that it requires a specific Deuterium-Tritium Fusion reaction in order to power it's propulsion. In larger scale test models the propulsion is exponentially greater. In this particular instance, the Trailblazer is a smaller scale test model designed specifically to provide a proof of concept for future development.
Sky Lord Cargo Container

Manufacturer
 Cargo Tolerance (in tonnage)
 2,000 tons

The Sky Lord Cargo Container is a detachable module used to easily transfer cargo between starships and stations. The module is mounted to the outside of a starship and is detached when cargo is being filled or removed from the vessel. it features a number of automated conveyors which can easily sort cargo and cargo is stored inside the module. Accessing cargo by hand without power is nearly impossible without either cutting into or climbing inside the module; both of which can be particularly hazardous. This cargo container does feature a number of gyroscopes and thrusters alongside parachute systems. These systems were implemented so that a ship in orbit could drop massive amounts of cargo to the surface of a planet without the need to land; making it entirely plausible for a starship to supply a colony while retrieving emptied modules with specialized shuttles or leaving the modules behind and simply being paid for their disposal and use by the colony.
Van'eil'ka Plasma Tether Organ

## Support Systems

 Manufacturer
 Effect
 While active, +2 ARK to ship.

The Van'eil'ka's Plasma Tether is a less developed, but more efficient, version of another Breed's Plasma Shroud Organ. Normally utilized in smaller picket-style Breed within the Ael'id fleet, the Plasma Shroud, and Plasma Tether, turn the entire Breed into a high-voltage electrode for the purposes of conducting plasma to any target caught within the field. This appears as rivulets of plasma filaments streaking through space to strike debris, ships, and projectiles nearby before channeling pure plasma into them. The effect varies depending on the power of the organ and the length of time they are tethered.

While the Plasma Shroud is much more potent, the Tether is not designed with anti-fighter configuration in mind and, thus, deals minimal damage to armored vessels caught within the field. While it can cause slight deviations to electronic instrumentation due to the nature of the filaments, it is primarily designed to intercept smaller projectiles and missiles as well as debris and asteroids that the ship may encounter while navigating through the Ael'id's native system of Aumnea and it's neighbors.

While the smaller Breed's Plasma Shroud is optimized for long-term use, the Tether Organ is meant to be used in bursts, it's intensive power consumption making it far more suited for non-combat applications or emergency uses when under heavy enemy fire.
Rainbow Smut Nuts Powder (R.S.N.P)

After the drugs effects have worn off, if the user is addicted, they suffer -160 Stamina for 1 day; passing out if they do not have enough. After one day the stamina returns to the typical side effect with the user regaining consciousness after their stamina has been raised up past 0.

Long-Term Effects
 Month 1
 Month 2
 Month 3
 Month 4
 Month 5
 Month 6
Van'eil'ka Matter Furnace Organ

## Support Systems

 Manufacturer
 Effect
 Synthesizes Val'xis (Argon) Gas
by breaking down consumed matter

The Matter Furnace Organ is a Breed's primary stomach. When the creature consumes matter of any kind through it's mouth, ranging from mineral deposits in asteroids to enemy vessels, it is deposited into the Matter Furnace where a complex reaction takes place. Contrary to it's name, the Matter Furnace does not burn or incinerate matter but instead super-cools it. This process of lowering the temperature within causes the organ to contract as the temperature drops. Substances are shattered and slowly ground to nothing as VX gas is extracted from the resulting fumes and the remaining byproduct is moved towards the second stomach for further processing. The VX gas accumulated this way it sent directly towards the Ether Heart Organ, fueling it and allowing the creature to continue subsisting off of the plasma that it generates.
Rose Harrow Raben

Rose grew up in a family of five, the oldest of three sisters, and a penchant for learning how to patch plenty of scrapes and bruises. It was a joy to look after her siblings, finding the idea of helping others to be a driving force in how she wanted to spend her future. Times were always hard, and only those who put in the sweat and effort made them better. Where most would turn away from working towards improvement for all, she chose to focus solely on others. If she improved things for the many, then surely it would cascade back to her right?

When graduated from school at 18, she immediately chose the course that aligned with this life philosophy like a driven woman. With a fiery sass and good natured humor, she threw herself into a medical major with a cannon ball. There, she took that love of patching others up, and honed it with new knowledge to do far more then simply clean and bandage wounds. Surgery, medicinal concoctions, proper evaluation of ailments, and proper processes for prepping more serious injuries for more serious treatments. She graduated with a full degree at the age of 22, and spent the next three years traveling, as she spent time in rough areas to help those in need of treatment.

She'd been offered a few medical postings with military forces, but turned them down as combat was never her choice in matters. This was not to say she was naive enough to believe that people were perfect, all good natured, or none would wish her harm. But she prioritized seeing to the lives of others, then putting her own on the line in some front of a war she had no part in. Her place was the home front, where the action was minimal, and she could peacefully practice her trade.

## Weapons

 5

 -5

 10

 5

◇  ▬ ▬ ▬ ◆ Description ◆ ▬ ▬ ▬ ◇

Rose stands at 5'9, and with a slim curvaceous figure, well endowed for someone with humble beginnings. Her hair is a striking natural red, almost crimson, her eyes matching to create a rather breath taking visage. On a few occasions, her likeness has been mistaken as an angel of mercy by delirious patients. She doesn't normally wear makeup, but tends to go minimal, with red lipstick when she does. Her face is smooth, soft, yet still rounded like a tear drop falling skywards. Commonly when seen, she wears simple shorts and a shirt under a lab coat of sorts, a medical satchel hanging off her frame. In more casual settings, she tends to roll with a tank top, half leather jacket, and skinny jeans, but does keep a nice elegant dress for special occasions.
Ship Templates

## Lore

Tell us about the ship. Why was it designed? What is the purpose of the ship? What are the ship's dimensions? Go nuts!

## Module List

Please provide a list of modules the ship has. If the ship has multiple of the same module you may annotate this as "Module Name" (# of modules). Please use the table for this purpose.
Rokkeulv

## BASICS

● Scientific Name: Lupus Stingrae

● Common Name: Rokkeulv

● Homeworld: Vanalf

● Lifespan: 20 years

## GENERAL INFO

● Planet(s) Inhabited: Vanalf

● Current Status: Extant

## APPEARANCE

● Height Range: 6ft to 7ft

● Weight Range: 1,400 to 1,600 lbs.

## LORE

The Rokkeulv is Vanalf's equivalent of wolves. They hunt in packs of 10, ambushing their prey by clinging to Vanalf's jagged cliffs and collectively lunging on top of it. Their feet have special footpads that help them cling onto a variety of surfaces, as well as opposable thumbs on their forepaws. They are equipped with long claws, as well as thick armor thanks to the symbiotic relationship they have with coral that grows on various parts of their body, especially on the back. But their most important and deadly feature lies within their tails; a stinger. A thin layer of coral armor covers the top of their tails to protect this weapon, with the spinal blade shaping the tip of their tail, armed with a deadly neurotoxin. Rokkeulv's are a pearlescent white with crimson undersides and coral tendrils.
Van'eil'ka Plasma Aegis Organ

## Shield Modules

 Manufacturer
 Shield ARK
 10

The Van'eil'ka Plasma Aegis is an organ specially developed alongside the Breed's more specialized Plasma Shroud and Plasma Tether organs. The Aegis, unlike those two, applies a more passive principle to defense than the more aggressive and targeted Shroud and Tether. By projecting a plasma window around the surface of the ship the Aegis can simulate an artificial ionosphere, scattering directed electromagnetic radiation and other forms of directed energy weapons across it's dense surface. This provides an extremely effective defensive measure at the cost of a large amount of energy and very specialized set-up.

Alternatively, the plasma window has the added benefit of reaching extremely high temperatures, giving it the secondary benefit of being able to disrupt and potentially eliminate kinetic projectiles of a low enough velocity and power before they contact the hull. Larger ship-to-ship cannons are beyond it's capabilities, but the Ael'id are hopeful that future breed using this new and cutting edge organ may be able to develop it to the point of being nearly untouchable by conventional weaponry.
Typhoon Dorsal Missile Launcher

## Ship Weapons

 Slot Usage
 2

Typhoon Dorsal Missile Launchers were developed by the Alliance Navy as a method of targeting and threatening enemy fighters. This system, in practice, was also noted to be extremely useful for overpowering enemy shields with the sheer number of strikes that could be delivered in quick succession. The Typhoon uses a dorsal launcher that is composed of 12 individual tubes, all loaded and kept ready to fire. Once the signal is given the missiles piggyback on the ship's extensive sensor array to lock on to individual targets before being fired. The initial momentum granted to them from the tubes is supplemented by their own rocket motors firing afterwards, allowing them to course correct and acquire selected targets before continuing to track them using the RADAR guidance provided by the firing vessel.

While this is extremely effective in large-scale combat scenarios, it is a less than desirable option for a ship that primarily emphasizes stealth due to the fact that radio contact must be maintained with all missiles while they are still tracking targets. This means that an enemy ship can potentially track the radio signature generated by the firing vessel to generalize it's location in space. However, in certain tactical situations, the sheer power of the Typhoon when brought to bear upon a single target can make this particular weakness a non-issue.

Secondarily, the Typhoon's Hailstorm missiles can be outfitted for orbital strike capabilities by configuring their booster rockets to pulse-fire for added range and guidance and allowing their bodies to deploy reentry gel as they descend into atmosphere. Guidance for these missiles is limited, as the firing ship needs to maintain geosynchronous orbit above the desired target to maintain contact with the missiles so as to ensure they reach their target via RADAR or Laser guidance.

Hailstorm missiles use the firing ship's RADAR sensor return to target and home. If that return is beaten by an enemy ship, they are considered dead and will not strike the target.

A single ton of cargo can hold three reloads, or 36, Hailstorm missiles. The Typhoon uses automation in order to load pre-packaged 'box loads' into it's staging rack, allowing for mid-combat replenishment after firing.
Vishia (Shadehound)

Lore:

Vishia, a name which in the Ael'id language roughly translates to 'Storm', is a Designer Shadehound developed by the Kas'anvir specifically for use by the Aes'i Shara Me'tra Vax'us-kel. Vishia is, like all Designer Breed, unique. Her genetics and maturation were carefully cultivated and overseen by the engineers of the Kas'anvir to ensure maximum effectiveness for the role that was chosen for her by her mistress.

The Shadehound, compared to her lesser variants, possesses a more balanced physique that includes a stronger body, built to take more punishment and survive for longer in combat. Besides this, her capabilities for stealth and subterfuge have been all but conditioned out of her in favor of a more combat-oriented approach to compliment her reckless owner. Because of this she is far more vicious when set upon enemies, moving faster to engage and cutting deeper with every strike.

Outside of combat, Vishia's personality resembles that of what a human might call a "housepet". She is docile, playful, and clever, able to pick up on commands given to her by her mistress and others, though she rarely listens to the latter. Vishia often eats whatever she can get her claws on without being caught, which can be problematic for Me'tra and others around her if she is left unsupervised for too long of a period. This is rarely a problem, however, as she is almost never away from Aes'i Vax'us-kel for very long stints.
Spaceborne Self Contained Ecosystem 'Aquaria'

## Recreational Modules

 Manufacturer
 Entertainment Provisions
 Sight Seeing

Aquaria offers a large variety of decor aboard any vessel with minimal care required. Custom built and made only from the finest materials of Earth for your fish, each Aquaria is unique from the next. Each Aquaria is fine-tuned to sustain itself, so no feeding or changing filters required! Extraterrestrial organisms are not recommended to be applied to any Aquaria. Any type of aquatic world is available with the Aquaria ecosystem; from oceans to lakes, Aquaria is there to provide all your creature-comforts. All Akari Akiyama modules can be interlocked to create expansive and unique parks.
Fiske Tejr

*"The Abyss? I don't want to talk about it."*
— Fiske Tejr

## Appearance and personality

Fiske is a wiry young adult with brown hair and eyes. He is the Jericho's best sharpshooter, his farthest shot being recored at 1.9 miles.

Prior to his death, he was quiet but spirited, and full of determination. Now that he's back, he's quiet, but in a very different manor. He's distant and withdrawn, he seems... haunted.

## Relationships

Fiske is close with the whole Jericho, however he trusts --- more than anyone else.
Sebastian Rheinhardt

## General

Description:

## Weapons

 5

 -5

 -5

 0

 0

 0

 -5
 Passive Perception

◇  ▬ ▬ ▬ ◆ Description ◆ ▬ ▬ ▬ ◇

Born to nobody specific, Sebastian is a relatively middle-of-the-road individual with no exact uniqueness to either his physical appearance, mental and physical ability, no real standoutish details of his childhood or of his personality, or really anything extravagant about him period. Sebastian lived life as any other might, getting a basic 18 years education and having no will or ability to even apply to a college due to grades too mediocre to really be qualifiable in most places of prestige or importance. After that, he ended up getting stuck about random placed on earth as life seemed to dwindle away at an ungodly fast pace of a second per second. Within the moment he left his family to try and be something, he accomplished nothing and achieved thoroughly the most lame level of life by ending in an industrial job environment as a dead-end worker for a society he even lesser understood. At this point, life was drab and being as young as he was, he wasn't really fine with boredom. Enlisting in the military, his greatest feat was... absolutely nothing. He only recently finished training into active service and life was just about to make a turn for god knows what.

Sebastian is a pale white kid who looks exactly like a kid, the only real significant detail was that he was 19 and not 12.
SR-21 Catapult Launch Hangar

Manufacturer
 Number of Fighters held
 20

One of the smallest hangars available, the SR-21Catapult Launch Hangar was designed to not only hold fighters, but to also deliver them to space fast and effectively. A magnetic rail system is in place in the launch tube, allowing for a more rapid deployment of fighters after their thrusters are engaged. Pulsing lights mark every few feet of the inside of the tube, that way pilots are aware of the presence of the tube's walls.

## Notes

This fighter hangar causes any ship it is mounted on to sacrifice -1 ARE and -1 ARK as well as -1,000 Hull Health.

All fighters and shuttles launched from this hangar gain a +10 piloting check for their first turn; replacing any deployment debuff.
Vokter's Internal Oxygen System

Manufacturer
 Effects
 Type
 Weight
 Cost in Credits

## Description

A module that was initially designed for the Valravn Mk III, the system incorporates two major tubes mostly within the crust of the armor and a hub that is located on the shoulders. This system requires an attachment site for where medium or larger oxygen canisters can be fastened on for use. These attachment sites can be located below the hub (on the sides of the spine) or, more commonly, on the thighs. The entry tube for each canister mounted (the tube that connects to the canister and feeds into the system) is designed to tuck under the armor plates around the upper portion of the user's torso, following along the side of their spine and feeding into the hub of the system. The exit tubes (the tubes that connect from the hub and into the user's helmet) follow along the user's neck, and are usually pulled taught enough to not move much but still allow the user to freely turn their head side to side.
Sharia Quarters

## Cabin Modules

 Manufacturer
 Crew/Passengers Supported
 1

The Sharia Quarters are the singular quarters of the presiding Il'dur aboard an Ael'id vessel. The only position which receives private quarters, this series of three rooms provides the Aes'i Sharia a place to rest and also strategize and plan courses of action. The quarters consist of a single bedroom, bathroom attached as part of a modular system built into the wall, as well as a central lounge chamber connecting it to the remainder of the ship. The third and final room, across from the bedroom, is a war room fitted with a circular table capable of displaying tactical information fed directly from the bridge as well as accepting communications not meant for the rest of the crew to hear.

The Sharia Quarters are reinforced to ensure that an attack during rest cycle has a lower chance of depriving the ship of it's command. This consists of multiple layers of plating around it as well as ablative coatings to disperse radiation and heat from direct hits from energy weapons.

## Notes

This module adds and additional 250 hull points to the ship when used. Additionally, +2 APE is also added.
Voyager Model Ion Engine

Manufacturer
 Tonnage Acceptance
 600 tons

The Voyager model engine is an ion engine much like the Excelsior but is far larger than the latter. They both utilize similar amounts of power relative to their size but the Voyager model has a much larger tonnage acceptance and can push more weight more easily in the void of space. It is typically mounted on larger starships which both have the reactor power required to keep such an engine running as well as the tonnage necessary to give reason to use it.
Tenetur Stella

Size Classification
 Superstructure Tier
 Ship Tonnage
 Cost in Credits

## Lore

The Leviathan which became known as Tenetur Stella (Stella for short) was instrumental in the escape of Dakken and Mida from a pirate station. A literal living organism, the ship feeds on solar energy and small fusion reactions from stellar dust particles that manage to find their way into its various orifices. The exhaust from this 'ship' is typically an ion wake though it changes depending on what the ship has eaten recently. It provides an exceptional amount of power despite not being able to mount reactors or engines within itself and can effectively maneuver up to six hundred tons on its natural engines and FTL organs.

## Module List

 Leviathan Heart
 Leviathan Tentacle Engine
 Leviathan FTL Organ

## Stats

 Shield Health
 0
 Countermeasure One
 None
 Minimum Crew
 0
 Infrared
 10
The Buran

Size Classification
 Superstructure Tier
 Ship Tonnage
 Ship Role
 Cost in Credits

## Lore

The Buran Class Research Vessel, better known as the ASV ***Buran***, is an experimental Long Range Research Vessel built by a joint venture between the Alliance and a private contact utilizing the massive Virginian shipyards. The vessel is equipped with the latest in mobile, spaceborne laboratories, being equipped with a biology lab, a physics lab, an engineering lab, and several other as-yet-unidentified features that are likely only to be known by the crew and close associates. The ship is of a typical size for many cruisers, though boasts a higher tonnage than most due to the absolutely massive, experimental powerplant that is utilized to power its many, very power-hungry features.

## Module List

Please provide a list of modules the ship has. If the ship has multiple of the same module you may annotate this as "Module Name" (# of modules). Please use the table for this purpose.
AR-95

Weight
 24 lbs

The Armalite model 95 rifle was designed to break through the heavier armors worn by infantry and light vehicles; namely 'technicals'. While it performed admirably at these jobs it also performed exceptionally well at severely damaging lighter power armors which gave way to its use by Virginian Royal Marine sniper teams as a hunt-kill device for power armored rebels on Smali. In such teams there are typically three snipers whom will shoot cooperatively from beyond the range that their enemy can return fire. Newer weapons have since replaced the aging platform though it remains adequate for mercenary work and for pirates and rebels to use.