recursal/Fanatic-Fandom huggingface dataset:
I'll Finally Have My Redemption

**I'll Finally Have My Redemption** is the seventh episode of *Witch Hunt*.

## Description

One player voices that they want to quit, leading another player to use this to their advantage.

## Challenge

**Challenge:** *Frozen In Time*

Your job is to stop your stopwatch as close to 3 minutes and 33 seconds as possible. You will be scored on how many seconds off you are from 3 minutes and 33 seconds. Once everyone finishes, I will average everybody's seconds off. The team with the closest average to 0 will win this daily and be safe!

**Winners:**

## Elimination

**Trial:** *Crossword Chaos*

You will be given a crossword that you must solve using words locating on the wiki page for this season. It can be ANY word located on this page. When doing the crossword, once you put in a word, it will light up green if it is correct. If not, it will not light up green and it means your word is incorrect. Once you finish the crossword, screenshot your finished crossword and send it in your submissions channel to lock in your time. The two players to complete this in the fastest time will win this elimination and earn a Witch Totem!

**Results:**

## Trivia

* The episode title is a quote from Antonio.
Dreams Do Come True

**Dreams Do Come True** is the ninth episode of *Lights, Camera, Action!*.

## Description

Underdogs fill up The Cinema, forcing OG friends to square up.

## Challenge

**Challenge:** *Color Overload 2.0*

When you are ready, use the command !daily9 in your submissions channel. You will receive a picture with a bunch of different colors and words. The colors that will appear are shown below in the color bank. Those are the only 8 COLORS that will appear in the picture, though more than those 8 words may also appear. You will also be given a set of 10 questions that you must answer pertaining to the picture. The 4 players that answer the most questions correctly will win this challenge and form The Cinema, with the tiebreaker being time. When you want to lock in your answers, type LOCK IN.

## Elimination

**Marshmallow Ceremony:**

**Elimination:** *Connect Four*

Both competitors must find a time to compete in this elimination. There will be a series of rounds. At the beginning of each round, I will post a 4x4 grid, with each section containing a number. I will also provide you with a target number. You must attempt to add up numbers on the grid vertically, horizontally, or diagonally to reach that target number (ie. 1+2+3+4). It must be a full vertical, horizontal, or diagonal, so the equation must always contain 4 numbers. If you are incorrect, you must wait for the other player to make a guess until you are able to guess again. The first player to get 3 points will win this elimination.

**Results:**

## Trivia

* The episode title is a quote from Vinnie.
2 (Original Number Lore)

2

* Adult
* Baby
* Adult (Chapter 2)

2 is the second Number, who appeared in the original Number Lore.

## Trivia

* 2 is presumably closer friends with 1 and 3.
	+ In 2 part 1, he helps 1 escape from 31.
* Him, along with 1, 8, 9, 12, 13, 14, 15, 16, 23, and 27 all witnessed 3's death
* 2 is one of the numbers who have the most screentime. He was beaten by 1, 4, 7, and 100.
* 2 is presumably an albino python due to his design being a snake and is yellow.
	+ But in chapter 2, he looks more like a snake.
* According to King Susie Pen, 2 was inspired by Soup Earth Society's 2 as they are both snakes.
German A

* Uppercase
* Baby

A is the first letter in the Alphabet Lore. He also has an accent, Ä.

## Trivia

* He, along with B, D, F, G, J, M, N, Q and R, all witnessed C's death.
* He is presumably best friends with B, C, and D
* In the new timeline, A was kidnapped by A when he was a lowercase, making him the first and only lowercase to been kidnapped.
Character Creation

On this page you will find a guideline on how to create a character in this system.

Step 1: Stats:

There are 5 stats in this sytem, being Beef, Brain, Charm, . these are:

Point distribution, Array, and "Other";

1. point distribution: with point distribution you have 58 points that you may use to decide your stat, allocating a number of points equal to the number you want the stat to be.
2. array: Assign the following numbers to your stats as you see appropriate for the character you want to make: 16, 14, 10, 10, 8
3. other : :D (use the dnd method, I like that one more than the other two, but we cant print that when we publish this or we have to sign onto the ogl)

Step 2: Choose your player race/species.

Player Races

Step 3: Create you character history

choose one entry from the Early life, Major event, and recent event tables found here:

Character history

Step 4: Choose your Character class

Classes

step 5: choose your player characteristics.

Player Characteristics
King Susie Pen's Lore Series Wiki

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

## Important articles

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

*Need help building out this community?*

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

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

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

### Description

No matter how dormant one's psychic ability may be. No one is safe from a Phase Eye. Their form is a translucent and angular. They seem to resembled stained glass. They move quickly in all directions, shooting beans from their pupils. They are extremely agile and can phase through attacks avoiding them all together.
The Grankar

## Stats

+1 brain, +1 charm

11 to hit value

7.5 ft per second move speed, 2.5 ft per second flying speed

innate armor reduced damage of -1, cannot wear armor that isnt specially designed.

## The Grankar

The grankar hail from the planet of Shal Cghumare. They are an insectoid race, with 6 limbs and wings that fold onto their backs, they have an innate flying speed and increased speed on land as well. Culturally, the grankar home world, a part of the trade nations of Imar, is home to a culture of business minded people who often undercut and utilize whoever and whatever they can for financial gain. Many groups of grankar, like every other race, have split off and even have their own entire empires.

While their interactions with many species could be seen as hostile, or even antagonistic, the grankar as a whole are far more neutral, but the general attitude toward personal success and furthering the individual, people in power often initiate aggressive expansion and opportunistic decisions.

### Cultures

* Imarian grankar: a large portion of the grankarian population lives within the multi nation collective of Imar, often referred to as the trade nations. Living there, their culture is fairly reminiscent of early Americana, with large corporations and equally large criminal organizations leading their planets and cultures. They are also the section of the grankar that is at war with the andonians.
* Shal Cghumarian isolationists: within the bounds of the trade nations of Imar, a culture of Grankarian fight for independence from the trade nations, and other large ruling powers, and fight for the right to make their own living without interference.
Ulysses Fuentes

**Ulysses Fuentes** was a contestant who debuted on *Double Agents*. He also competed on *Lights, Camera, Action!*, *Witch Hunt*, *Free Agents*, and *Ride or Dies*.

## Lights, Camera, Action!

### Challenge History

 2
 3

## Ride or Dies

### Elimination History

 8
 9
 11

### Notes

* Tomato & Ulysses entered the game following Jeon & Marcia's withdrawal as Heavy Hitters.
* Tomato & Ulysses returned to the game following the disqualification of Bear B. & Dom.
Planets

On this page you will find a list of important (and less important) planets, and the guidelines to check before posting a page for a new planet.

## Guidelines

-Aim for a concept that can be summarized in 1-2 sentences.

-Try not to add too many concepts

-Cover each important topic in 1-5 sentences.

-if you want to cover a specific aspect not listed below, or further expand on a specific part, create a secondary page or drop-down menu

-Cover the following major sections and separate them as so:

•overview:

Location, major populations, city names, etc. •Individual cities:

Including descriptions of look, vibe and major purposes (inport/export, value to players, etc)

anything else of note.

## Planets

Aeia

Arkoloph

Canteril

Consecra

Cytus

Gladivoll

Gravosis

Grimthane

Grenadad

Halesia

Montorra

Montova III

Obaeda

Peubos

Piesin

Rhegohume

Sear

Skorpetti VI

Tasquer

Tera
The Charook

## Stats

- 1 Charm -2 Psychic +2 Reflex

10ft per sec move speed

To hit of 13

Regeneration: This species can regenerate their body faster than most others in the galaxy. When sustaining wounds equal to their max health the impairment DC is 7 instead of 14. This species also can add an extra 1 Hp to every healing item used on them. As well as being able to heal wounds faster than normal 45 min as opposed to 1 hour.

Warm Blooded: However due to their reptilian nature these creatures are susceptible to the cold. When hit with cold damage instead of ¼ the damage applied to permanent wounds it is now ½ .

Hunter's Instinct: You can Bite or Claw as a melee attack this takes 2 seconds. It does +1 more damage than normal melee attacks. You also have advantage to Bite when grappled or grappling

## Description

The Charook range in average humanoid height and weight. They have reptilian scales that can range in color browns, beiges, greens, greys. They have large front facing eyes and razor sharp teeth; Large clawed feet and clawed fingers. The Charook also have a thick jaw and limbs. They mature within 10 years and live to be about 50. When they age they stay the same physically after their maturity and do not physically age.

## Society

The Charook hail from the dynamic planet of Shadak. From the luscious jungles and tropical islands to it's marshlands and desert plains. The Charook are the apex inhabitants of this planet. Evolved from viscous and strategic hunters. These creatures' sense of cooperation lead to the booming mega civilization they are now. They are great negotiators and hosts to the other members of the galactic federation. They can be the friendliest of friends and the deadliest of enemies.

## Culture

Although they are people of science and technology unlike most others they do not shy away from their more primal instincts. In fact most Charook honor their instincts and trust them above science, religion, ect. The Charook are born and bred hunters. To hunt is to live. That is the Charook way. They take great pride in bringing back a successful bounty and sharing the spoils. The thrill and strategy is almost as good as the glory one gets for a successful hunt.
Ride or Dies

***Ride or Dies*** is the fifth season of *Sheena's The Challenge*. It premiered on November 15, 2023 and concluded on December 21, 2023.

## Description

The strength of family, friendship and love is put to the test in a competition of twists and turns (and explosions), and the winners will walk away with their shares of $1 million.

## Format

* **Daily Challenge:** Players will compete in a main challenge with their ride or die, where the winning pair will be safe from elimination.
* **House Vote:** The losers of the Daily will all go into a house vote where each pair will cast a vote for one pair to go straight into elimination.
* **Nominations:** Following the House Vote, the winning pair will be able to nominate 3 other pairs to participate in the "Dagger Draw".
* **Dagger Draw:** The 3 pairs sent into the Dagger Draw by the winning pair will all draw for a "safe" dagger. Whichever pair draws the safe dagger will get to choose between the other 2 nominated teams who they want to save. The pair they do not save will go into elimination against the House Vote.
* **Elimination ("The Zone"):** Following the Dagger Draw, the 2 pairs in elimination will go head to head against each other. The winners of elimination will go back into the house, while the losers will be sent home.

### Twists

* **Heavy Hitters:** Teams of legendary STC Veterans (Sammy A. & Sammy S., Cold & Otto, Tomato & Ulysses) will enter the game at different points in the competition.

Prize Money splits as follows:

* **First Place:** $800,000 ($400,000 each)
* **Second Place:** $100,000 ($50,000 each)
* **Third Place:** $60,000 ($30,000 each)
* **Fourth Place:** $40,000 ($20,000 each)

## Game Summary

### Elimination Chart

**Notes**

* Teams in **bold** indicate that they pulled the "safe" dagger and chose another team to save as well.

### Zone Progress

Competition
     The team won the final challenge.
     The team lost the final challenge.
     The team won the daily challenge.
     The team was not selected for the Zone.
     The team drew the "safe" dagger.
     The team was nominated for the Zone and was chosen by the team saved by the Draw to be safe from elimination.
     The team won in the Zone.
     The contestant won in the Zone by default.
     The team lost in the Zone.
     The team withdrew from the competition.
     The team was disqualified.

### Voting progress

* Votes in **bold** indicate the daily winners had to break a tie.
The Bing Collective

The Bing Collective is a large cluster at the edge of the Lively Cloud, almost entirely occupied by the Bing, a hivemind race with very isolationist beliefs.

## The Bing

The Bing is the name that the members of the Bing collective recognize themselves and their people as, and is often used to refer to the primary species which makes up the hivemind, being a species of humanoid creatures with skin often different shades of teal, measuring at about 4 feet tall with a stocky build. It is believed that the species was previously known as Dwarn/Dwarns. All members of the Bing have a distinctive red and gold eye color, no matter the species.

It is not widely known how the Bing spread their influence between people, but Children of Bing members are born with the connection to the hivemind already established.

The collective is believed to be under the influence of some form of greater mind or creature, and a "great Bing" is often referred to by the members of the collective.

It is not believed that members are brainwashed or forced to follow the influence of the "great Bing" but it is believed that the influence is stronger the closer to the center of the Bing owned cluster.

## Culture

While not overtly hostile to non-Bing peoples, the collective shows little interest in engaging with outside politics and trade. It is not believed that they attack ships or vessels entering their territory, however they are unlikely to show much kindness to outsiders.

It is not believed that they intend to spread or develop further reaching boundaries for their cluster.
Klortathans

## Stats

+2 to beef, +1 to brain, -1 reflex

12 to hit value

7.5 ft per second move speed

## The Klortathans

The Klortath Hail from the planet of Grimthane (Common Klortathan for home/family).

The Klortathans have many similarities with the Andon culturally and physiologically, which allowed cointegration of both species fairly quickly. The major cultures among the Klortath are Grondan, Thankolash, Klorgash and Ugak. The primary differences in culture overall are the views on resource usage, family and friends, thought/contemplation, and home (acceptions abound within the different cultures of Klortathans).

The klortathans began space travel around 3,700. The first sapient species the Klortathans encountered were the Grankar in the year of 4,200. The Grankar encountered a Klortathan ship in transit between the home planet and captured it, struggling to understand the klortathans they were led to Grimthane, where they slowly learned the language and began a generally positive trade relationship with the Klortathans, until political disputes spurred on by trade corporations on grankar boiled to the point of war for 22 galactic years starting in 4,453. For 500 or so years after this the Klortathans closed planetary borders to the Grankar, but have since maintained a neutral position with them.

### Cultures

The Klortathans as a species are prone to very in depth thought and contemplation. Things Andonans would consider overthinking are considered a normal, and valuable amount of contemplation on a given subject. Overall the Klortathans are considered very low on waste, and believe in using every part of the buffalo, often times obsessively. They have some of the most efficient tools and ships in the galaxy, and their planet has very little pollution, as they collect their factories and generators emissions and use them for other things.

* Grondan: the most common culture, Grondans Value their families highly, and consider close friends, comrades, and crewmates to be family. They believe home is where the heart is, but if they refer to a place as home it means they value it as highly as they do their family. While not explicitly nomadic, Grondan Klortathans often travel for much of their lives in search of people and places to consider a family and a home, but once they’ve found them they defend them with their all.

* Thankolash: Klortathans from a heavily mountainous region, with better resistance to temperature change and lower oxygen, but not as tall in general as other ethnic groups on Grimthane. Their culture values creation very highly, and have created many beautiful and useful Klortathan artifacts.

* Klorgash: Klorgashan Klortathans are known to be very cerebral, a culture of thinkers and academics. With a generally darker skin, closer to a sage color than the average klortathan, they come from desert region of Grimthane.

* Ugak: The most stationary of Klortathan cultures, they are content to make what they have into something they find worthy of calling home. Makers of cities and the primary culture to remain on Grimthane.
Aeia

## Overview

Aeia is a planet in the Lapetus Dynastic Empire. It is a desolate, gray planet, with little vegetation and wildlife - it was believed to once have been populated by a sapient race, but some unknown calamity drove them to extinction. Massive manmade spires of rock are scattered around the planet’s surface, and a large artificial  tunnel system snakes its way underneath the planet’s surface, with entries into the system abundant across Aeia.

## Cities

### Ventralli

A town comprised of scavengers, scientists, and treasure hunters, all of whom hold a vested interest in the potential spoils of a trek underground. Situated near the largest entry point into the underground tunnel system, this settlement does well for itself, and makes a decent profit from both treasure hunting and tourism endeavors.
Evil Day It Is Today

**Evil Day It Is Today** is the sixth episode of *Free Agents*.

## Description

Two players get labeled the house targets.

## Challenge

**Challenge Type:** 3 team of 6

**Challenge:** *Sl-app Sl-app Revolution*

Below this message, I will post 6 app games that your team must complete. You will assign yourself an app game. You may only participate in ONE app game. You must send a list of who on your team is competing in which app game. I won't penalize anybody for submitting before a list is sent this time, but if the game you submitted for doesn't match what you were assigned on your teams final list, you will receive a 0. The people competing in each app game will go head to head with the people on other teams competing in the same app game. Whoever gets the better score will score a point for their team.

**Team selection *(in order)*:**

## Elimination

**The Draw:**

**Elimination:** *Tiki Tumble*

When you are ready, use the command !elim6 in your submissions. You will then receive a scrambled word. It is your job to figure out the word. Once you think you have figured out the word, put it into command form (i.e. !#-midas), replacing the # with the round you are on. You will do this 10 times. Once you have figured out all 10 words, you must put all 10 words into a phrase. Once you figure out the 10th word and enter it into command form, you will receive the format of the phrase you must figure out. Once you figure out the phrase, put it into command form (i.e. !making-my-own-votes-because-this-is-free-agents), separating each word with a dash. The words will not necessarily be in the order you figured them out in, meaning the first scrambled word may not be the first word in the phrase. If you are correct, you will be told. Any incorrect command guesses (only during the phrase solving) will result in a 30 second time penalty.

**Results:**

## Trivia

* The episode title is a quote from Ulysses.
Panostenian Thrusher

The Panostenian Thrusher is a small avian creature with a long, serrated beak and two pairs of wings capable of propelling it at high speeds. A thrusher is omnivorous, but it prefers meat over plant matter. To hunt, it charges its prey head-on and attempts to lacerate its flesh with its beak. While their attacks are fairly well coordinated (and the thrusher's itself is easily wounded), these creatures tend to hunt in large swarms, allowing them to cut even the largest animals to ribbons with a few coordinated assaults.

A Panostenian Thrusher is typically no longer than 1 foot long, with its beak typically comprising almost half its length. Its main wingspan is slightly longer than its length, and its vestigial wingspan is slightly less. Thrushers tend to be orange and yellow in coloration, with flecks of pink, red, and grey being common to the species.

Stats
5 ft/s ground

Ability Scores

Attacks
 Piercing Charge
Entity Index

Here is a list of pages for enemies, npcs, and other random entitys found across the cloud

## NPCs

Brig Beast

Bruiser

The Collected

Guilded Warrior Automated Defense Android

Remnant

Thug Handgunner

Thug Rifleman

Thug Shotgunner

Vanguard personal Defense Android

Pointrunner Auto-Soldier

## Monsters/Dangerous Wildlife

Antimatter Aberration

Arborian behemoth

Basic Gunner Drone

Basic Shield Repair Hover Drone

Batterback

Chckorro Vagabond

Comet Crawler

Hematophagous Gang Mite

Koharin Brushcrawler

Mandarain Lizard-dog

Panostenian Thrusher

Phase eye

Providencian Flying Ray

Terrormaw

Thorg

## Wildlife/ Common creatures

Basic Hover Drone

Curve-Beaked Leech Pig

Hive Fowl

Shiicharii Duneskimmer
Free Agents

***Free Agents*** is the fourth season of *Sheena's The Challenge*. It premiered on October 2, 2023 and concluded on October 25, 2023.

## Description

Twenty-nine money-hungry competitors arrive in Punta del Este, Uruguay, expecting to be teamed up with an ex, an enemy, or even a weak rookie. Little do they know, this is an individual game, and they’ll be answering to no one but themselves in the most unpredictable Challenge ever. Heated rivalries will take shape, bitter enemies will clash, and heart-tugging relationships will form. In the end, this season will find the most worthy challenger yet, the ultimate FREE AGENT.

## Format

* **Daily Challenge:** Prior to each challenge, players will be informed whether this will be an individual, duos, or team challenge. For duo and team challenges, the groups will be randomized.
* **Winner Vote:** The winning individuals/duo/team will not only be safe from elimination, but they will get to vote two players directly into elimination.
* **Kill Card Draw:** A certain number of players who perform the worst in the challenge (which will be stated once the challenge is revealed) will be sent to the draw. This grants them immunity from the winners vote, however this still puts them at risk of elimination. There will be two kill cards and whomever draws the kill card will go directly into elimination.
* **Elimination:** Once the winning vote is revealed, the 2 contestants voted in will go against the 2 contestants who drew the Kill Card. The winners of elimination will go back into the house, while the losers will be sent home.

* **First Place:** $500,000
* **Second Place:** $250,000
* **Third Place:** $150,000
* **Fourth Place:** $50,000
* **Fifth Place:** $30,000
* **Sixth Place:** $20,000

## Game Summary

### Elimination Progress

Competition
     The contestant won the competition.
     The contestant did not win the final challenge.
     The contestant won the challenge, making them safe from the elimination round.
     The contestant did not win the challenge, but was not selected for the elimination round.
     The contestant participated in the elimination draw, but did not draw the "kill card."
     The contestant won the elimination round.
     The contestant lost the elimination round.
     The contestant withdrew from the competition.
Koharin Brushcrawler

The Brushcrawler is a large cat-like creature that stalks the jungles of Rhegohume, particularly those on Panosten. It has formed a symbiotic relationship with a semi-sentient genus of fern, which has granted it a number of thick appendages which terminate in lush foliage. These appendages stem from the Brushcrawler's back, and it can manipulate these appendages to create a cloak of plant matter indistinguishable from the jungle underbrush. The Brushcrawler then waits for its prey to approach it, upon which it pounces and shreds its prey with a maw of razor-sharp fangs.

A Koharin Brushcrawler is usually around 4-5 feet long, and has dull grey fur and dark blue eyes. It has a patch of greener fur on its back where its vine-like appendages grow, and a long, slender tail which terminates in a brightly colored flower.

Stats

Ability Scores
Hypo Sounds Like Hippo

**Hypo Sounds Like Hippo** is the seventh episode of *Free Agents*.

## Description

One player finally rises up to power and chooses to take revenge.

## Challenge

**Challenge Type:**Individual

**Challenge:** *Odd One Out*

When ready, use the command !daily7 in your submissions channel to start. You will be given a group of places/people/phrases/words etc. that all fit together besides one. When you figure out the odd one out, type your answer in command form with the question number and dashes for spaces (i.e. if it was question 1 and the answer was “Blue Whale”, type !1-blue-whale). Every incorrect command guess will add 1 minute to your time.

**Results:**

## Elimination

**The Draw:**

**Elimination:** *NO YOU HANG UP!*

For this challenge, use the command !start in your individual submissions channel to start your time. You will then use the command !snippet# replacing the # with the LETTER A-J to receive snippets from the song "Agora Hills" by Doja Cat. All of these snippets will be labeled with a letter A-J. Your job is to figure out the correct chronological order of the snippets and put the letters in chronological order into command form. For example, if the order of the snippets were abcdefg, your command would be !abcdefg. I am giving you the song you will be dealing with now, so if you feel that you should study up on how the song sounds, feel free to do so and use this opportunity wisely! Any incorrect guess will result in 30 seconds added to your final time. The player that has the best average time will win this elimination.

**Results:**

## Trivia

* The episode title is a quote from Naomi.
The Spacer

health per level: 6

1. Target lock: mark a target you can see to deal bonus damage. Can be used once per long rest, and is removed when resting.
2. Practical defense: able to use people as cover
3. Opportunistic: add target lock damage to opportunity attacks, does not stack with target lock ability
4. Trade skills: +1 to investigation or insight
5. Backup battery: recharge shields 1/4 of a second faster
6. Untouchable: plus 2 to your To Hit value when at half or less health
7. Over here!: Provide +1 to allies to all attacks made at enemies you are within 10 ft of.
8. Maneuverable: able to take the movement action for free when taking the attack action
9. Nimble fingers: reduced reload and grenade toss time by 1/4 of a second
10. Multitasking: able to throw grenade or fire sidearm when taking a reload action
11. Coordination: teammate benefit from Target lock
12. Borrowed time: gain 1 bonus second to reaction time

## Bounty hunter

1. Can't run: Marked target has their movement speed reduced by half when within 30 feet of you. Additionally, you can choose to not drop your Target Lock when long resting, but the ability will not be recharged.
2. On the scent: advantage to checks involving finding and tracking their target.
3. Can't hide: marked target cannot gain above 3/4 cover. Additionally, you no longer require line of sight to mark a target - however, you still need a physical component to lock onto a target (examples being a image/description of your target, a item possessed by your target, etc.).
4. House arrest: modify a grenade over the course of 24 hours. Can be attached to marked target using a contested reflex check, exploding for double the damage of the modified grenade if exceeding a set distance from you or a set location. Can be manually detonated for 1.5 times damage. Reduces diameter by half.
5. Collateral casualties: deal 2 bonus damage to enemies within 5 feet of your target.

## Space cowboy

1. All lined up: Can mark an additional target at 4th level, increasing by one at 7th, 11th and 16th.
2. Read the room: advantage to intuition and insight checks
3. Ricochet: once per turn when making the attack action on a marked target with a firearm, other marked targets within line of sight take half damage
4. Lasso: gain a lasso with a range of 25 feet. can be used to grapple targets with a contested reflex check. grappled targets have their movement speed reduced to 0, and cannot make attack actions. they repeat this check on the end of their turn.
5. Lucky Shot: once per long rest, on a natural 1 attack roll, hit target for critical damage instead of missing.
The Mozari

## Making a Mozari

### Racial Bonuses & Abilities

**Size** - Mozari are fairly standard creatures, with an average height of 5'6" and an average weight of 130 pounds. A Mozari's size is Medium.

**Language** - Mozian language has a robust alphabet with over 150 distinct characters - as born explorers, they greatly value precise language. However, that insatiable desire to learn usually motivates them to learn many languages. A Mozari is fluent in Mozian, Andonian, and two other languages of your choosing.

**Winged** - A Mozari possesses two pairs of wings, allowing them to fly through the skies with grace and ease. You have an inherent flying speed of 10 ft/s.

**Aerodynamic Frame** - To facilitate a their flight, Mozari have evolved to be lighter and more agile. While this allows Mozari to more dexterously maneuver themselves, their sleekness borders on frailty. Mozari gain +1 to Reflex, but -2 to Bulk. Additionally, they have a base To Hit value of 11.

**Many-Eyed** - A Mozari's multitude of eyes also affords them better depth perception and light absorption, imparting some minor benefits to their awareness. Mozari possess inherent lowlight vision and can see up to 10 ft away in a zero-light environment.

## Summary

The Mozari are native to the Shumarian planet of Rhegohume. They are a insectoid race, with notable differences being their prominent wings, additional sets of eyes, triple-jointed legs, and larger-than-average hands. An adventurous and outgoing race, the Mozari are always looking to learn something new, leading them to populate nearly every corner of Rhegohume, as well as venture far across the Cloud.

## Description

### Physical Appearance

Mozari possess several key insectoid features setting them apart from races like the Andon, with the most obvious being their two pairs of wings: one larger pair for lift, and a smaller pair underneath the main pair for fine control. Mozari also have two additional pairs of eyes, allowing them to be more perceptive of distance and depth than normal. With triple-jointed legs assisting them in launching into takeoff and landing softly, as well as larger hands to easily latch onto irregular surfaces, the Mozari have mastered their inherent flight capabilities.

### Age

Mozari reach maturity at around 20 years of age, and have lifespans roughly analogous with other humanoids, with an average lifespan of 75 years.

### Homeworld & Relations

Their interactions with other races are typically friendly and inquisitive, which has served them well with Rhegohume's recent colonization efforts by the inhabitants of the Shumar and Imar clusters.
Arkoloph

## Overview

Arkoloph is a planet in the Empirical Andonian Civilization controlled sector of the galaxy, near the upper border of Shumar. while being a highly populated and diverse planet, it is not a very highly economically active planet, more providing for itself than interacting with the galactic economy with a high civilian population.

## Cities

### Wasurtaken

A small and picturesque city, made primarily of single story wood or stone buildings, Wasurtaken is a popular vacation destination for people both native to the planet and from off planet.

### Honorsgrad

The major population center of the planet, Honorsgrad is a metropolitan city of primarily workers and business folk. If a spacer has any business on Arkoloph, it is likely in Honorsgrad.
Remnant

Shambling forth to assume its role, the Remnant are believed to be the last standing soldiers of a lost race of spacefaring people. They are found on many, often far reaching and varied places throughout the galaxy, often accompanied by ruins of similar style. To whom these ruins belong is not known, and what purpose they or the Remnant serve is a topic of discussion and curiosity. The Remnant themselves are varied in construction, but are most often found to resemble humanoids, roughly 15 ft tall, composed of stone and mechanical components whose functionality confuses many engineers and experts.

Stats

Ability scores
Sheena Gasolina

**Face Claim** | Shakira

**Sheena Gasolina** is the owner of *Sheena's The Challenge*, and is the main host of the series.

## Seasons Hosted

* Double Agents w/ Aaronic Luong & Midas Makeitgold
* Lights, Camera, Action! w/ Aaronic Luong, Kenneth Sriwong, & Midas Makeitgold
* Witch Hunt w/ Aaronic Luong & Midas Makeitgold
* Free Agents w/ Aaronic Luong & Midas Makeitgold
* Ride or Dies w/ Aaronic Luong, Krystal Eyes, & Midas Makeitgold
The Beew

## Stats

+2 to charm, +1 to reflex, -1 to beef.

12 To hit value

10 ft per second move speed.

The Beew are some of the earliest space travelers to begin making notable connections to other species. Coming from the planet Sandran, in the Shumar cluster. They have generally pale white/yellow, averaging around 5ft 5in in height with a slight build.

## Culture

The Beew are a species that values connections and trust highly, leading to them often being taken advantage of. Because of this, they are not as common in the galaxy as they would be, despite their early foot into the galactic exploration space, beginning large scale space travel at around Galactic year 3,500.

Culturally, they are a people who believe in peaceful interactions with all if possible, as their history is plagued with a previous history of small cultures fighting each other over small disagreements, trade, or other things they now view as petty.

They were the first major space travelers to encounter who they would name the Shumarians, a race of telepathic tentacled people, and through their contact with them they were able to make connections with the Andonians and Klortathans.

The Beew reproduce sexually, but do not have multiple defined genders. They are genetically compatible with several humanoid species, but success rate is dependant on the partners.
Tasquer

## Overview

Tasquer is a planet situated in the Forgeworld sector of the Cloud. It is characterized by sparse deserts, moderate volcanic activity, and surface mostly comprised of igneous rock, typically basalt. Since there are many dangers associated with working on this planet, no corporation has set up on Tasquer. The local population is comprised of scavengers and drifters, some of whom are less than reputable in the Cloud.

## Cities

### Rexerr

A moderately sized shantytown, constructed of crashed ships, hodgepodge lean-tos, and other roughly-constructed shelters. They have mild trading capabilities, having struck a deal and exporting raw rock and processed metal extracted from deep below the surface.

### The Drillsite

A small fleet of wrecked Typhon ships have been restored to working order by the locals, and are currently grounded and extracting raw materials from the planet to fuel trade. While functional for now, there is always something that needs to be fixed. Maintained by a delegation of scavengers, headed by a former Typhon engineer.
The Shumarians

## Stats

+2 psychic, +1 charm, -1 beef

7.5 ft per second move speed

11 to hit value

Speak telepathically

The Shumarians are, for some of the major players in the galactic game, a connection point, as both the Beew and the Andon, they were the first sapient species they encountered, from which many other species connect to each other. They are a species of non-humanoid tentacled creatures with the ability to telepathically communicate and with slight psychic ability to manipulate objects or their surrounding.

## Culture

Before contact with other sapient species, Shumarians were primarily small tribes/family units of shumarians with little conflict with each other, as they used their telepathic connections to each other to communicate effectively. Tribes would occasionally mingle and interact with each other spending several nights trading information and goods between each other.

When the Beew arrived on their planet, the shared belief in piece and coexistance allowed easy adaptation to the cultural beliefs the Beew had that were more foreign to the Shumarians. This then made the acceptance of Andonian cultural beliefs to be much more easily accepted by the Shumarians.

Shumarians reproduce both sexually and asexually, and are not compatible with other species.
Providencian Flying Ray

The Providencian Flying Ray (also known as: Cable munchers, hull pests) is a creature found all across the cloud, first found on a planet in the Providence section of the galaxy. They resemble a Sea Ray, with approx. 4 ft wide wing span, and are approx. 3.5 ft from their head to the base of their long, thin tail stinger, which is approx. 3 feet long on its own.

Stats
12.5 ft per second flying

Ability scores
Antimatter Aberration

### Description

In the unholy forges of sunbursts and uranium moons these cosmic beings are born. An antimatter Aberration is a living cloud of anhelation. They float across space, ripping apart the very thread of reality. Those who's ships are unlucky enough find itself inside an Aberration, will be met with untold chaos and decimation at the molecular level. At all costs stay as far away as you can from them.

Stats
-5 to laser damage

Ability scores

Attacks
The Captain

health per level: 6

1. captains orders: Give an ally one of the following for 2 time cost: +1 to an attack roll, halved reload time for one turn, doubled movement speed for 3 seconds, halved shield recharge time for 3 seconds. uses of this ability are equal to your charm modifier + captain level.
2. Coup de main: Able to use time on your turn to allow an ally to take an attack action. Time cost equal to the attack action being taken.
3. Focus fire: for 2 time cost, able to mark an enemy, allowing allies to add your charm modifier to attacks toward that enemy until your next turn. Can be used once per long rest
4. Encouragement: A number of times equal to your charm modifier, allow an ally to add 2 to an attack roll or ability check.
5. In charge: +1 to persuasion and intimidation.
6. Rally: allies gain +1 to attack rolls when within 10 feet of you
7. The black spot: for 4 time cost, select a 10 foot radius. all allies have a bonus to attack rolls equal to your charm modifier at enemies in that radius until the start of your next turn. can be used once per long rest
8. Focus up: when an ally misses an attack, a number of times equal to your charm modifier change that miss into a hit.
9. Defensive action: When given captains orders, the target ally gets 2 shield point if wearing one, and 1 non-rechargeable shield point if they are not
10. Synchronized assault: When using coup de main, choose an additional ally to also make an attack action so long as said attack action is within the time cost of the first.
11. Resupply: once per long rest, restore an allies limited use ability to full.

## The Figurehead

1. +1 bonus to Charm checks.
2. Dis-encouragement: A number of times equal to your charm modifier, apply a -2 to an enemy's attack roll or ability check.
3. Intimidating Shouts: One target you can see must make a contested charm check. on a failed save, all of their actions have doubled time cost for one turn. Can be used 3 times per long rest.
4. You're next: Upon you or an ally reducing a hostile target to 0 current health, all enemies within 20 ft of the downed target must make a charm saving throw (dc 15). Upon a failed save, they suffer a -2 to their To Hit value until the end of their next turn. This effect CAN NOT stack.
5. Give No Quarter: If your charm modifier is higher than the number of active hostile targets, they must make a contested charm check. On a failed check, they have disadvantage on charm and reflex checks and saves, and their movement speed is halved.

## The General

1. +1 to your To Hit value.
2. Shield wall: Once per long rest, when taking the shield recharge action, allies within 20 ft regain an equal number of shield points (if applicable)
3. Blast wall: allies within 10 ft gain advantage on reflex saving throws
4. Carpetbombing: Gain 2 additional uses of the "The Black spot" ability per long rest.
5. Total Assault: While using Coup de Main/Synchronized Assault, you are able to make an attack action using half the time allotted to your allies. Can be used a number of times equal to your charm modifier per long rest.
The Spacer/Fair folk

1. hunters mark type beat: mark a target to deal 1d6 bonus damage.
2. able to take the movement action for free when taking the attack action
3. bonus damage to opportunity attacks
4. reduced time to throw grenade
5. able to throw grenade or fire sidearm when taking a reload action
6. reduced reload time
7. bonus to To Hit value when at half or less health
8. able to recharge shield using less time
9. provide bonus to hit an enemy to all allies when within 10 feet of an enemy
10. able to use people as cover
11. teammate benefit from mark
12. expertise in investigation or insight.
13. gain 1 bonus second to reaction time

## Bounty hunter

1. advantage to checks involving finding and tracking their target
2. marked target cannot gain above 3/4 cover
3. Sneak attack: once per turn, when hitting your marked target, deal 2d6 bonus damage. increases to 3d6, 4d6, and 5d6 at 10, 15, 20.
4. House arrest: modify a sticky grenade. if applied to marked target, explodes for 6d6 if exceeding a set distance from you or a set location. Can be manually detonated for 4d6.

## Space cowboy

1. Can mark an additional target at 5th level, increasing by one at 10th, 15th and 20th.
2. once per turn when making the attack action on a marked target with a firearm, other marked targets take half damage
3. gain a lasso with a range of 25 feet. can be used to grapple targets with a contested reflex check. grappled targets have their movement speed reduced to 0, and cannot make attack actions. they repeat this check on the end of their turn.
4. advantage on survival checks
All Pages (Sorted)

## Places (A-Z)

Bob's Blacksmith Shop

Carl's Combat Tent

Logan's House

Moo Moo Mines

Ted's Tavern

The Arena

The Bank

The Farm

The Fountain

Town Hall

## NPCs (A-Z)

Bob the Blacksmith

Carl the Combatant

Charlotte the Chef

Fred the Farmer

Logan the Lumberjack

Mayor's Assistant

Mayor Jerry

Moo the Miner

Mysterious Figure

Ted the Tavernkeeper

The Tellers

## Items (A-Z)

Battleaxes

Crates

Custom Foods

Daggers

Dragon Scale

Dragon Scale Gear

Jerry Coin

Lightning Bow

Lumberjack's Axe

Miners Helmet

Ore Crusher

Quack Coins

Simple Sword

Souvenirs

Stones

Wands

Weather Tomes

## Misc (A-Z)

Custom Advancements

MineQuack 1

MineQuack 2

MineQuack 3

MineQuack Wiki
Dragon Scale Gear

## Description

Dragon scale is a really rare material. It can only be obtained from... well... dragons! You can use it to make tools, weapons, and armor! It also has a unique ability to gain stronger as you use it. Oh and its unbreakable!

## Obtained By

Crafting dragon scale in place of normal materials (eg. stone, iron, gold, etc...)

## Included In

MineQuack 2

MineQuack 3
Character History

Character history is a part of character creation used to allow your characters life and lived events to reflect on your character's abilities and skills. In addition to the history aspects chosen below, all characters start with 400 credits.

When choosing a history aspect that includes a weapon, that weapon will come with one reloads worth of ammo if applicable.

Recent event
 Tough break
 Debts owed
 New around
 Something to prove
Batterback

### Description

A Batterback is a large purple reptile with 6 sturdy legs, a thick shell, and a round hard tail. Their head is adorned with extra hard shell that they use as a ram to smash anything they please. They can be found stampeding in plains and hills. As aggressive as they are they can be calmed down if their belly is scratched. Good luck not getting trampled.

Stats

Ability scores
Player Races

A list of Species can be found below, alongside guidelines to follow before positing a new species page.

## Guidelines

-Aim for a concept that can be summarized in 1-2 sentences.

-Try not to add too many concepts

-Cover each important topic in 1-5 sentences.

-if you want to cover a specific aspect not listed below, or further expand on a specific part, create a secondary page or drop-down menu

-Cover the following major sections and separate them as so:

•overview:

Planet of origin, how common they are, etc.

•description: physicality, age range, variation.

•culture: relations to other cultures/species, religion, etc

## Planets

The Andon

The Arborn

The Beew

The Charook

The Colykytes

The Grankar

The Klortathans

The Mozari

The Phideans

The Sarjaks

The Shumarians
Shiicharii Duneskimmer

The Shiicharii Duneskimmer is a type of snake native to Rhegohume's deserts. While very similar to other snake species, the Duneskimmer possesses a incredibly large hood, as well as several retractable stabilizing fins and small winged appendages on its tail. When desired, the Duneskimmer can extend these fins and fully open its hood, allowing the wind to pick it up. It guides its flight using minute movements of these fins and tail appendages, and can stay airborne indefinitely (as long as wind conditions hold up). They tend to travel in small flocks (around 7-20), and while they possess a mild venom, they prefer to avoid conflict.

Fairly varied in their size, Shiicharii Duneskimmers can range from a aeveral inches to a few feet in length. With brown, tan, and yellow colorations common, the Duneskimmers blend in well with the sandy terrain. Their stabilizing spines tend to be off-white bony protrusions.

(Note: If the Duneskimmer's shields are depleted, it loses its flying speed, as its hood has been perforated and destroyed.)

Stats
15 ft/s flying

Ability Scores

Attacks