recursal/Fanatic-Fandom huggingface dataset:
Abilities

**Abilities** are a mix of special actions, passive effects, and modifiers in Aoshtai Cogent gained from investing points in certain skills and proficiencies. They comprise many of the core tools available to players for both utility and combat, ranging from flurries of rapid melee attacks to hurling fireballs.

## Overview

### Ability lists

* Martial Skills
* Ranged Skills
* Psionic Training
* Telekinetic Technique
* Telepathic Technique
* Exigent Technique
* Entropic Technique
* Radiant Technique
* 🩸 Blood Technique
* 👁️ Domination Technique

### Unlocking abilities

All Cogent abilities are derived from skills and proficiencies. The more points a character invests in a proficiency, the more abilities they will unlock for it. Each ability displays the number of pips required to unlock it.

### Ability usage

All abilities will display a cast time, Energy cost, requirements such as a certain number of free hands or weapons, and a description of what the ability does.

**Passive** abilities require no action, Energy, or major concentration to perform.

**Instant** abilities can be used on your turn as an action. Instant-cast abilities cannot be used simultaneously—you cannot "stack" them.

**Channeled** abilities require intense focus to maintain, requiring you to move at half speed and take no other actions while channeling the ability. (insert Concentration rules if needed)

**1-Turn Cast** abilities take your action and the entire rest of the round to take effect, requiring you to effectively Channel them for that entire period. Their effects occur at the beginning of your subsequent turn (if you were not interrupted), after which you may still take an action.

### Attribute abilities

Attribute abilities are abilities located just under each attribute. Putting points into an attribute grants access to that attribute's abilities.

## Adding ability lists

All abilities use some variation of the following template, which should be added to a character's Cogent sheet under an Abilities header:

```
{{ Athletics Skills
}}

```

"Number of Pips" should be the same as for the source proficiency. For the above example, if the code for your Cogent sheet has athletics=5, the number of pips for Athletics Skills should also be 5.

Bonuses from Equipment should equal any bonuses to the proficiency's dice that you gain from items or equipment. This does not give you access to abilities beyond what you have unlocked naturally; instead, it increases the dice rolled by certain abilities.
Anđela Janković

Anđela JankovićCogent Sheet
**Anđela Janković**, a very long time ago in another life, was an enterprising and far flung merchant navy captain who served the interests of ancient Bjelerovo in the Tsardom of Illaria during the Time of Abzu. But she died, like many others during the Tesar invasions, and then was subject to a botched resurrection at the hands of Sladana Zivic for her Krizovia project. If somebody is brought back with only half of their personality, does that count as a true resurrection?

Anđela would tell you no, the place beyond This Universe is her true home, but she also would tell you she'd take what she can get. Forced to work her way back up from the bottom, a far flung from the aristocratic life her not-her-past-self lived, she gained a penchant for being an honorable but extremely harsh merchant officer and then captain. Strike craft became her bread and butter, she loved them, demonstrating this over and over for a one thousand year period between numerous spacer station stints. She tended not to take prisoners, or if she did, it came with the condition that they spread far and wide never to mess with Anđela-- Sometimes this worked, sometimes this challenged an entire area and she got out with only the clothes on her back.

Eventually, she would stumble upon Zvezdnyylok, who was hurting for qualified naval staff. She got the job, she got the fleet, and she got multiple diplomatic clearances to interact with the universe and make positive impressions as she went. Sure, she could that, absolutely.

What was that about positive impressions, again?

## Stats

* PROFILE
* RENOWN
* FINANCES

 **Komodore**Zvezdnyylok Fleet Arm

INCOME/EXPENSES

𝔛0 quintillion
Angelbane Syndicate

The **Angelbane Syndicate** is a black market and organized crime network which has tendrils and representatives in most major locations in the Aoshtai Galaxy.

## Functions

The Angelbane Syndicate grants access to several useful services, such as the smuggling of people or items onto and off of planets, the establishment of safe houses, the exchanging of currencies, and the giving of missions. They run haunts which serve as bases for underworld activity.

### Finding the Syndicate

The Syndicate can be contacted in locations where there is a major Syndicate presence by searching for itinerant traders. These characters, usually found in cantinas, are bit players in the Syndicate. They can exchange different player currencies and give low-stake syndicate missions. All they know is the identity of their handler, and they will make you pay dearly for that information, most often by running errands or collecting items for them.

Once contacted, and if they trust you, handlers can introduce you to the local Syndicate haunt, where you can access the local black market, the Angelbane Arena shop, and other Syndicate services.

## Reputation effects

**Benefits**
* Knowledge of where Syndicate representatives can be found in most locations.
* Access to Syndicate haunts.
* Ability to purchase syndicate services when available in a location:
	+ Item or Person Smuggling
	+ Safe houses
	+ Ability to purchase Black Market items
	+ Currency exchange
	+ Mercenaries

**Requirements**
* Syndicate ID
* Completion of Syndicate quests in Ankat

**Benefits**
* Knowledge of secret signs which can be used to identify Syndicate members.
* After having gained the trust of the syndicate in a particular location:
	+ Ability to purchase syndicate services when available in a location:
		- Item or Person Smuggling
		- Safe houses
		- Ability to purchase Black Market items
		- Currency exchange
		- Mercenaries

**Requirements**
* Gaining the trust of a syndicate member

**Benefits**
* Can attempt to make contact with representatives of the Syndicate.
* May run into itinerant syndicate traders who can exchange different currencies, give quests, and introduce you to their handlers.

**Drawbacks**
* Syndicate members will avoid you.

**Drawbacks**
* The Syndicate may take hostile actions against you.
Aratacian Sapper Stick (GPMG)

A **Sapper Stick** is a half-section-- or *stick*-- of Aratacian infantrymen armed with fire support weaponry (referred to as *sappers* in Aratacian military parlance). These formations are typically somewhat *ad hoc*, armed from the company's stockpile of surplus fire support arms. The purpose of these Sapper Sticks are to provide additional specialist firepower to infantry formations above and beyond what is typically carried in normal line sections of Tevari.

A Sapper Stick (GPMG) costs **6** deployment points, with 1 point per individual.
AB-1146O System

**AB-1146O**, also known as the **Chegraturn System**, is a star system located west of the northern extremity of the End Run, in the southern Concourse region of the Aoshtai Galaxy. It is notable for hosting Chegraturn, a planet with an industrial Human civilization on its surface.

While the system was known to Aoshanti astronomers for centuries, it had not been surveyed up-close. The system came to the attention of the wider galaxy in Priphos, 23 NE, when a very loud subspace transmission was sent by the Chegraturni civilization to the wider galaxy, leading to first contact. Today, the system hosts two space stations, one maintained by the Grand Concourse Treaty Organization, and one maintained by the Pomarian Empire, and is periodically visited by regular ferries, spacers, and diplomatic craft carrying envoys.

## Travelling to Chegraturn

Owing to its position deep in etherfog, arrival to the AB-1146O System is dependent on a successful **Navigation** roll. Once in the system, it is expected that travellers will contact Progress Station, Gennadius Station, or both depending on one's political loyalties and the flag of one's vessel. Note that refusal to contact or acknowledge one or the other will alienate your relations with that Station, and the alliances on Chegraturn and the galaxy which they operate on behalf of. Attempts to land on Chegraturn or otherwise operate in-system without first docking at one or the other station is considered an offense, as are any attempts, perceived or actual, to hide from patrol vessels.

Players may attempt to avoid the patrols in the system and docking with the stations illegally. Doing so is difficult, and may only be done with Shuttles and small ships. Doing so is a **Stealth** roll, done three times. The CL for these rolls is 4, or 2 if a stealth module is installed. If the character fails, then patrolling vessels detect a SUNAR ping and will investigate. The PC must then roll **Piloting** (same CL as before) to dodge the incoming patrol, and subsequent **Stealth** and **Piloting** rolls' CLs increase by 1. This must be done whenever a PC attempts to enter or exit the system or the orbit of Chegraturn.

## Planetary Bodies

* 🌑Agregon
* 🌑Vungade
	+ 🌑Becegantu
	+ Pelnigantu
* 🌑Sunerth
* ☄️ **Inner System Belt**
* 🌑Trachurus
* 🌑/🌑Croroe/Sunerth (double system)
* 🌑Luvurn
	+ 🌑Cilvon
* Oderon
	+ 🌑Anguilara
	+ 🌑Panguephus
	+ Cichi
* 🌏Chegraturn
	+ 🛰️Progress Station
	+ 🛰️Gennadius Station
	+ 🌑Zibeuturn
	+ 🌑Cehiturn
	+ 🌑Oterturn
	+ 🌑Tudruturn
* 🌑/🌑Avaipra/Cepra (double system)
* 🌑Charecarro
	+ 🌑Bunkorix
	+ Ecarro
	+ Gnabuwei
	+ 🌑Yalatis
	+ Invurn
Aereithel

This page is under construction. Author considers this article to be unfinished or in need of an update or a revamp.

Great PowerAldaran ConfederationMicrostateAereithel

## Societal information

### Members

Majority Human

*Main article: The Divide*

## Diplomatic Relations

*See Also: The Divide#Outlined: Policies of the Confederation*
The peoples of Aereithel want no part in a galaxy that has too often bested and humiliated them. Stubbornly protective of their space and resources, the nation would likely have sought total isolation had it been capable of cutting of its borders entirely. Instead, Aerith policy revolves around placing it in the most secure position possible, and it is more than willing to jump off anything it perceives as a sinking ship to do so.

### Alliances & Commitments

**Aldaran Confederation**
   **!** Sanctum of Aldar
   **?** Aldrean Empire
   **?** High Assemblage
   **~** Council of Iridia
   **~** Bonds of Kallos
   **~** Three Rings Republic
   **~** Kingdom of Visrea
   **~** Sanctum of Votum
None

### Trade & Support Relations

None
None

### Rivals & Enemies

   **?** Kingdom of Iphea
   **!** Patriarchate of Lessos

None

   ▼ Makhairan Empire †
None

### Embassies & Diplomatic Missions

  Sanctum of Votum
  Aldrean Empire
  Ibi's Hollow
  Kingdom of Iphea
  Council of Iridia
  Bonds of Kallos
  Three Rings Republic
  Sanctum of Votum
  High Assemblage
  Kingdom of Visrea
Alfiya Qari

Alfiya QariCogent Sheet**Alfiya Qari** is a Trillic warrior who is a part of the Trillic High Kheshig. Born on a desolate backwater world in the pre-reform Khaganate, she was sold off by her parents at a young age, this individual just so happening to be a part of the High Kheshigs. Taken in, she would excel in her martial studies-- So much so that when she was sixteen, she killed her sparring partner, the intentionality of it being an unknown. She would nearly be kicked out, but would be saved again by her mentor, who dragged her away from the mainline of the High Kheshigs.

Her indifferent brutality would earn her a new future; infiltration, assassination, decryption, and all the other aspects of a good agent would be taught to her. When they were done with her, she was a killer, and allowed to head off into the galaxy until the Kheshigs required need of her. Since then, she has been in the service of varying actors within the Trillic state or those allied to it, even as high up as the throne of the Khagan itself.

## Stats

* PROFILE
* FINANCES
* CAREER
* VEHICLE
* CRIMINAL RECORD

 High Kheshig

INCOME/EXPENSES

**23 NAC** - +𝔛2 trillion

ACCOUNTS

Battles

Duels
* Cogent dueled with Ardius III during the Vigilian Games 23 NE - **Victory**

* Cogent dueled with Verterius Mandixis during the Vigilian Games 23 NE - **Victory - LEPC Won**

* Cogent dueled with Daralt Victarius during the Vigilian Games 23 NE - **Victory**

* Cogent dueled with Jardax Meyisanni during the Vigilian Games 23 NE - **Victory**

* Cogent dueled with Deriullia Astvin during the Vigilian Games 23 NE - **Victory**

* Cogent dueled with Davide Mantalli during the Vigilian Games 23 NE - **Victory**

* Cogent dueled with Groh’Botacten during the Vigilian Games 23 NE - **Victory**

* Cogent dueled with Ghuugh Bolordrax during the Vigilian Games 23 NE - **Victory**

* Cogent dueled with Fluffy during the Vigilian Games 23 NE - **Victory**

* Cogent dueled with Kurvuin Bolodrax during the Vigilian Games 23 NE - **Victory**

* Cogent dueled with Veirden Dietrix during the Vigilian Games 23 NE - **Victory**

* Cogent dueled with Antaris Roqirelle during the Vigilian Games 23 NE - **Victory**

* Cogent dueled with Algol Caishiwara during the Vigilian Games 23 NE - **Defeat**

* Cogent dueled with Kh'vekt Hhep during the Vigilian Games 23 NE - **Victory**

* Cogent dueled with Mirka Serevahn during the Vigilian Games 23 NE - **Victory**

* Cogent dueled with Soliya Karimova during the Vigilian Games 23 NE - **Victory**

> "*C'mon Alfiya, you're rich! Can't you get something nice like a One? Why we gotta ride like this. "
>
> "Well, if you'd like, I can give your corpse a One.*"
>
> **- Tughluk and Alfiya**
>
>
Amaliya Dobrow

Minor Diplomat

 Krizovia

Amaliya DobrowCogent Sheet **Amaliya Dobrow** is a socialite hailing from the Krizovian Republic, being the assistant for the envoy to both the Grand Concourse Treaty Organization and Karstedt, Sveta Novikoff. Additionally, she also maintains her own business activities, primarily concerning the rare and unusual.

Amaliya presents as a competent "lady" with a magnetic, albeit reserved and private, charisma. However, this is a mask with a dubious genuineness, her past life in the time of Abzu being one of medical crisis and, in the end, a spree of depravity of which she escaped any public connection. Those who bared witness to the aftermath of her acts, both before and after the devastation of ancient Illaria by Tesar hordes, would eventually call the eternally at large perpetrator the  Scythe of Rabeta .

## Profile

★★★  Rabetan
Weight: 105 lbs / 47 kg
Eye Color: Grey

## Stats

* PROFILE
* RENOWN
* FINANCES

  Entrepreneur

Minor Diplomat

INCOME/EXPENSES

ACCOUNTS
Anaxos

MicrostateAnaxos

**Overview**Military

**Anaxos** is a geographic location on the planet Kleitos containing three sizable Kleitian provinces, led by a single Agatropian noble house. Like many Kleitian provinces, the provinces of Anaxos became the personal patrimony of powerful Kleitian families, to be distributed by the government of Kleitos as rewards. Most recently, the provinces of Anaxos were dispensed to the House of Braunech, a Kleitianized Agatropian house, to placate the Agatropian population and reward them for their support of a dominant faction in a civil war.

While the political arrangement which awarded those provinces to the House of Braunechhas long been overthrown, the House of Braunech retains control of the province, its income, and its legions. While highly diverse in its population, Anaxos is known as an Agatropian stronghold in an otherwise Agatropian-hostile nation. In Anaxos, Agatrops run rampant and take out their frustrations with other Kleitians on the populations under their rule, many of which are treated like slaves, forced to work, and cannot leave. The economy is primarily built on extractive industries such as mining, resource drilling, and racketeering.

Tensions between many Kleitians and the provinces of Anaxos are high over these abuses, which many attribute to the rough nature of the Agatropian race. The House of Braunech and its political allies argue that the state of the provinces of Anaxos are a direct result of the abuses which the rest of Kleitos put the Agatropian population through after the Grand Seltinian War, justifying their abuses as a natural response for the abuses they have suffered.
Adresaas Machtenherr

**Overview**Armies

> "*To fight, is to live, and so should you not fight for the empire, you shall not live. We are a people beaten down by those inferior, and so we must fight today so we may take back what the Audnerbluttun stole from us! Hail Agatropica!*"
>
> **- His Imperial Lordship**
>
>

The **Kaischtadressat Machtenherr**, more commonly referred to as the **Machtenherr**, is the weaker underbelly of the Adresaas Empire. The imperial army is an underfunded branch of government usually given little recognition in favor of a strong power projection of their standing rival; the Adresaas Aschronachten. Commanders and generals are handpicked by Arthoebis Dariseux, Lord of the Army.

With much of its organization and training inherited from the ancient Adresaas Republic, much of its power comes from the Agatropian motto; "No man shall flee", and its focus on heavy infantry and other devastating shock troops makes it formidable even for its small funds.
Amesmarine

The **Amesmarine** is the astronaval service of the Armed Forces of the Dominion of Amestria, also known as the "whites." The Amesmarine is notable as the only branch of the Amestrian Armed Forces still under firm aristocratic control: officers are selected based on social rank and personal education. The Amesmarine is very small, composed of only a few ships, but it also operates the Marine Guard Division.
Aratacian Foreign Legion Section

The **Aratacian Foreign Legion Section** differs little from its Royal Aratacian Army counterpart, the Aratacian Tevari Infantry Section. However, AFL infantry sections tend to put a higher emphasis on fire support specialists and mobility.

A Foreign Legion Section costs **24** deployment points, with 2 points per individual.

## Etris Configuration (NEEDS REVISION)

The Legion contingent stationed to Etris largely dispenses with its anti-tank weaponry in preference for an additional machinegunner, plus a designated marksman, in each deployable section.

## Etris Configuration (Riot Control/NEEDS REVISION)

This special configuration is deployed in the event of a serious public order disturbance or sensitive hostage situation, in which Legionnaires are expected to have to deal with large crowds of locals under strict rules of engagement.

The section's LMGs are traded in for MGLs loaded with tear gas canisters, and those Legionnaires equipped with underbarrel grenade launchers are similarly issued tear gas. Additionally, all other Legionnaires are to be issued rubber bullets and/or beanbag shotguns.

All soldiers are issued a limited amount of live ammunition in case of an emergency necessitating lethal force, to be used only on the direct order of the commanding officer. The section's Sharpshooter is exclusively armed with live ammunition, which is to be deployed in case of an extreme emergency necessitating lethal force, such as an imminent armed threat among a riotous crowd.
Agis Moruga

RARE CHARACTER
Agis Moruga
LEVEL 16

**Agis Moruga** is a Prandac-Aratacian down-timer. Agis was one of about ninety Drodo recovered from the surface of Marcenne by Aratis Kilar after being freed from many millennia of stasis on the destroyed ecumenopolis' surface and lead to safety by ancient Aratacian sergeant Aran Saraduk. Penniless, but ambitious, Agis seeks fame and success in the new world he finds himself in, and the new freedoms he finds in it.
Aratacian Pugilism

**Aratacian Pugilism**, also known as **Aratacian Boxing** or **Brastou**, is a martial art native to Aratacia. It is an offensively-oriented martial art with a focus put on striking with the fists and knees and stand-up grappling to disable an opponent's means of attack or defence. Owing to its nature as a very close-in style of fighting, kicking rarely features in Brastou.

What would become Brastou began as a loose collection of unarmed fighting techniques evolving out of the urban street fighting scene of New Aratacia, wherein working class youths would resolve their differences in loosely-officiated unarmed duels, typically to first knock-out. In this crucible Brastou would emerge as a systematic martial art focused on a speedy, overwhelmingly aggressive offense meant to disable an opponent quickly and end a fight decisively.

Owing to its origins, as well as its reputation for "dirty tricks" (emphasis is put on striking vulnerable parts of the body in Brastou: for the fists this is the throat, nose, and eyes; for the knees, this is the kidneys and groin), Brastou is disfavoured by the traditional upper-class but is widely practiced by the *Aratacei*, to whom the martial art is native. Brastou's proven efficiacy as a practical martial art has meant it also forms the basis for various other self-defence techniques, typically taught to law enforcement and military personnel.
Angelbane Arena/Shop

Angelbane ArenaFightsLootShop
The **Angelbane Arena Store** is a rewards shop operated by the Angelbane Consortium. It may be accessed by contestants in the Angelbane Arena and at haunts of the Angelbane Syndicate. The currency of the shop is Angelcoins, which are earned in the Angelbane Arena and which can be traded from black market vendors.

## Shop

### Unique Gear

 [Obliterator 9000] | *Mixi and the Flattener* | **Ⓐ**70
 [Machine Pistol One Million] | *Mixi and the Flattener* | **Ⓐ**70
 [Gnomish Rocket Pack] | *Reinhardt* | **Ⓐ**120
 [Ancient Bannerblade] | Multiple
* *Mixi and the Flattener*
* *Reinhardt*
Amletus Agelastus

Amletus AgelastusCogent Sheet**Samarian Amletus Agelastus** is an Apulun templar who settled the world after his service in the Third Concourse War. For his valiant efforts during the war and his service in battles such as Genoh and the last weeks of the siege of Orbitritum, Amletus and his family were provided a small estate on the shore of the planet's bioluminescent seas.

Here, he and his wife would live a relatively simple life, tending to the land as best they could and reaping the benefits of the peace. Remaining in touch with many other former Lessoan crusaders across the Republic by letter and by general word of mouth, Amletus would slowly lose the satisfaction of living just the homely life alone. Training with local militias and speaking with the Apulun templarii, Amletus would be sated until the fall of Shesta in the Veritas Crisis and the subsequent march against Yulae-Teror.

Seeing the Concourse begin to descend back into conflict, it was time, he knew, to steel himself again- not only for his own self-desire to fight as a templar once again, but for the security of his family under a Republic which would respect them and treat them kindly. And so, with his last farewells given, Amletus Agelastus would re-enlist with the Apulun League as a Templar of the service.

## Stats

* PROFILE
* FINANCES

 **⚔ Templar** | Aoshanti

INCOME/EXPENSES

𝔛0 quintillion
Advenae Enclave/Trade

OverviewHistory**Trade**Military

## Commodities and Domestic Prices

* Green means that Advenae would theoretically be willing to import or export it, as it itself makes use of this type of good/service, and is also willing to export it.

* Orange means that Advenae produces this resources, but exclusively for export, as it itself has little to no use for the resource in its own domestic operations.

* Red means that Advenae will not, under any circumstances, engage in trade of this good/service.

 **Balance of Trade** | 0%

### Class I

Class I materials are best produced on planets with lots of vegetation and natural life

* Textiles - 1
* Spices - 8
* Foods - 4
* Hydrocarbons - 6
	+ Naer'si - 3
	+ Vakha - 3
	+ Kylnrift - 3
* Furs - 8
* Woods - 4
* Drugs - 1
* Livestock - 6

### Class II

Class II commodities are best produced on planets with large amounts of urbanization

* Capital - 4
	+ Ibi's Hollow - 3
* Financial Services - 2
* Electronics - 6
	+ Vakha - 3
	+ Phero Ecumene - 3
	+ Ibi's Hollow - 3
* Cars - 9
	+ Naer'si - 5
	+ Vakha - 5
	+ Neegwein - 5
	+ Ibi's Hollow - 5
* Building Materials - 10
	+ Naer'si - 4
	+ Vakha - 4
	+ Hasari - 4
	+ Kaikyo - 4
	+ Brasaeat Dot - 4
	+ Ibi's Hollow - 4
* Artificial Intelligence - 8
* Radioactive Material - 2
* Literature - 1
* Video Games - 10
* Arts and Culture - 3
* Talent - 6
	+ Naer'si - 4
	+ Vakha - 4

### Class III

Class III materials are best produced in space

* Antimatter - 2
* Common Minerals - 4
	+ Naer'si - 3
* Rare Elements - 10
	+ Naer'si - 5
	+ GladreCorp - 5
	+ Kaikyo - 5
	+ Kylnrift - 5
	+ Ibi's Hollow - 5
* Terrestrial Ground Vehicles - 10
	+ Naer'si - 6
	+ GladreCorp - 6
	+ Neegwein - 6
	+ Brasaeat Dot - 6
* Space to Ground Craft - 8
	+ Naer'si - 6
	+ GladreCorp - 6
* Small Military Spacecraft - 8
	+ GladreCorp - 5
	+ Kaikyo - 5
	+ Brasaeat Dot - 5
* Surveys and Risk Assessment - 4
	+ Ibi's Hollow - 3
* Large Military Spacecraft - 4
	+ GladreCorp - 3
* Capital Ships - 10
	+ GladreCorp - 7
	+ Kylnrift - 7
	+ Ibi's Hollow - 7
* Hydrogen - 4
* Consumer Appliances - 1
* Small Arms - 8
	+ GladreCorp - 5
	+ Kaikyo - 5
	+ Ibi's Hollow - 5
* Quantum Breach Drives - 2
* Civilian/Drone Liners - 6
	+ GladreCorp - 3
	+ Kaikyo - 3
	+ Ibi's Hollow - 3
* Terraforming Services - 6
	+ Vakha - 4
	+ Ibi's Hollow - 4
* Megastructural Engineering - 2

### Vice Commodities

Vice commodities are often subject to heavy regulation or outright ban.

* Liquor - 9
* Pornography - 10
* Sex Trafficking - 1
* Slavery - 10
* Prostitution - 7
* Soft Recreational Drugs - 10
* Hard Recreational Drugs - 10
* Unethical Media - 2
* Organs - 5
* Weapons of Mass Destruction - 5
Alke Beitelg

Alke BeitelgCogent Sheet
**Alke Beitelg**, or the **Code Witch**, is an infamous name within many circles of Vellhan's elite. A young prodigy, it has never been determined where she came from, but the effects of her arrival were immediate; she single-handedly coded and released for free **Velflex** under a semi-anonymous handle, an ethernet focused programming language which quickly took-hold as the backbone of Vellhan's social media apparatuses.

However, outside of the elite which invariably took notice of her, she took great care to remain out of public spotlight. This might be a good thing, however, since a good deal of her infamy comes from her strong parasocial/religious beliefs that partly inspires her coding, and which she is highly outspoken on sometimes in near deranged tangents online. Highly esoteric, a wizard with the keyboard, an imposing psion, and perhaps a little mad-- She is a known wild card.

Nevertheless, for reasons unknown, the Throne of Vellhan elected her to be the loremaster-archivist of Anthelem Froste's expedition for artifiacts of power in Aoshtai. Thus, with laptop and staff in hand, she went.

## Stats

* PROFILE
* RENOWN
* FINANCES

INCOME/EXPENSES

𝔛0 quintillion
Advustius Quinustius

* +2 military power
* +2 to rolls in duels
* +0 HP
* +𝔛40,000,000 per year

1d20+2

**NON-COMBAT DUEL STATS**
1 ❤
1d20
2 Military Power

* Gains experience from won and lost battles and military exploits.
* Gains one level for every duel fought, regardless of whether they won or lost it.
* May be killed in action.
* May be taken prisoner.
* May be killed by an opposing faction.
Anzhela Didenko

Tsardom of Illaria
 Krizovia

Anzhela DidenkoCogent Sheet
**Anzhela Didenko** is a (rare civilized example) Podkra Wraith serving as a **Reyndzher** (Ranger) of the Krizovian Republic, being part of a small group of individuals allowed to still practice the void within the country, explicitly for the purpose of informing the government on issues on the matter-- And assisting forces such as the Oprichnina in hunting down illegal practitioners of the dark arts. Primarily, as a Ranger, these tasks find her being sent to remote (often forested) terrestrial worlds bearing ample opportunities to hide.

Due to her connections within the Krizovian government by virtue of the role she serves, this has also made it possible for her to run Anzhela's Armory occasionally, a pop-up storefront specializing in melee weapons, bows, and crossbows.

## Stats

* PROFILE
* RENOWN
* FINANCES
* CAREER
* RELATIONS

 Reyndzher

INCOME/EXPENSES

**23 NAC** - +𝔛1,770,000,000 income.
**4.23** - +𝔛16,000,000 cubit drive from Lerin Mantalli.
**4.23** - +𝔛25,000,000 cubit drive from Aratis Kilar.
**4.23** - +𝔛40,000,000 cubit drive from Aratis Kilar.
**4.23** - -𝔛65,000 payment to Gh'uughs Snack Shack.
**4.23** - +𝔛165,000 store purchase from Queen Quila.
**4.23** - +𝔛90,000,000,000,000,000,000 store LEPC purchase from Scarlex Mitrovska.
**4.23** - -𝔛45,000,000,000,000,000,000 taxes to the Vigilian Crown.
**4.23** - +𝔛22,500,000,000,000,000,000 tax credit from the Vigilian Crown.
**4.23** - +𝔛5,165,500 store purchase from Scarlex Mitrovska.
**5.23** - +𝔛150,000 store purchase from Lerin Mantalli.

ACCOUNTS

* Cogent dueled with Ballio Arquitius during the Vigilian Games 23 NE - **DEFEAT**
* Cogent dueled with Mušḫuššu during the Vigilian Games 23 NE - **DEFEAT**
* Cogent dueled with Deriullia Astvin during the Vigilian Games 23 NE - **VICTORY**
* Cogent duelled with Groh'Botacten during the Vigilian Games 23 NE - **VICTORY - POWER CRYSTAL GAINED**
* Cogent dueled with Gh'uugh during the Vigilian Games 23 NE - **VICTORY**
* Cogent dueled with Nediynel Mannis during the Vigilian Games 23 NE - **VICTORY**
* Cogent dueled with Medimedun Nil during the Vigilian Games 23 NE - **DEFEAT**
* Cogent dueled with Shadriabun Nil during the Vigilian Games 23 NE - **VICTORY**
* Cogent dueled with Aristo Pierot during the Vigilian Games 23 NE - **VICTORY**
* Cogent dueled with Viran Aeria during the Vigilian Games 23 NE - **VICTORY**
* Cogent dueled with Zhandos Ayatov during the Vigilian Games 23 NE - **VICTORY**
* Cogent dueled with Reimar I/Cogent during the Vigilian Games 23 NE - **DEFEAT**
Ankat Expanse

The **Ankat Expanse** is a large area of decentralized inhabited space in the southwestern Concourse, between the Phero Ecumene and The Divide. The area was formerly dominated by the **Commonwealth of Ankat**, a Utopianist spacer nation which collapsed in the aftermath of a civil war.

Ankat is currently unclaimed by any major nation, being populated largely by minor station-states and competing factions such as the Angelbane Syndicate. It is also home to several outposts of the Sojourners' Combine, the frontier world of Hepsia, and the strange planet Chatoyant.
Adresaas Commonwealth of Kingdoms

**Overview**Characters

**Chairman**
Molgwej Hippernax

The **Adresaas Commonwealth of Kingdoms**, often referred to as just the **Adresaas Commonwealth**, is an international association of 7 Kingdoms, all of which are colonial holdings owned by the Adresaas Empire. The chief institutions of the organization is the **Commonwealth Kanzleramd**, which focuses on intergovernmental aspects, such as unifying laws under the Imperial Constitution. Numerous other organizations are associated and work closely with the **Adresaas Commonwealth**, the Machtenpakt and Pan-Agatropian League being the most important.

The Commonwealth dates back to the end of the Medroalkarzisch War in which the Kingdom of Telrich-Mehtziel was founded alongside its sister, the Grand Duchy of Estrik. It was originally created by the Imperial throne under the order to keep cultural ties throughout all prosperity and times of crisis, and to prevent the colonies from eventually gaining more autonomy and eventual freedom like the Illarian colonies had. The Commonwealth was ratified by all member states at Auterhalex Castle with a treaty simply called the Treaty of Auterhalex.

The head of the Commonwealth is Ardius II. He is the Kaeshir of all 7 colonies, and holds each one of the Kingdoms as vital parts of the empire, and the Machtenpakt.

Member states have no legal obligations to one another, but are culturally connected in their shared use of Medravish and religious practice. Despite this, multiple colonies have stepped up to the plate as shining beacons, ready to defend their brethren across the Selten Galaxy.

## Structure

### Head of the Commonwealth

Under the **Treaty of Auterhalex**, Ardius II is the head of the Commonwealth. When the Kaeshir dies, the heir of the Empire is made successor to the Adresaas Commonwealth and head of all colonial holdings. However, this process much like that of coronating a new Kaeshir, can be interrupted in the event of a new noble house taking the reins.

At the start of **Lars, 23 NE**; the Adresaas Commonwealth of Kingdoms had finished its build up with the induction of four new Kingdoms into the fold. Soon after, all members unanimously agreed to have the House of Auterhalex as their head, and confirmed Molgwej Hippernax as the chairman.

### Commonwealth Biannual Conference

The main decision-making forum of the organization is the biannual conference expected to be held at Auterhalex Castle, where the various colonial kings convene and discuss how the regulations and institutions are holding up in their home territories. It is theoretically meant to be done by the Kolonie-Kanzlers, and ministers but many already discussed their desire to make it a monarchal convention held as large feasts and extravagant drinking parties.

Underneath the biannual meeting is the consistent and deliberate conversations held by colonial ministries and bankers to discuss how to properly use the surplus each Kingdom receives. Almost all of the surplus is given to the Adresaas Empire in exchange for protection and production of defense ships, the amount the colonies give is agreed upon through majority vote.
Aratis

**Aratis**, also known as **Aratis the Great**, **Aratis the Thunderer**, and **Aratis I**, is a mythical or quasi-historical figure believed to have lived in the first or second millennium after the fall of the Aoshanti Empire, during the Drodo race's late neolithic or very early bronze age on Coron. He is a central figure in many Aratacian legends, most famously in the epic story **Aratis and the Many-Eyed King**, in which Aratis, with the assistance of his father the Sky-God as well as the God of the Shield, defeats a freakish tyrant who had eyes all around his head, whose gaze was fatal.

 The son of the Sky-God and a mortal woman, he is said to have been a legendary and impetuous warrior in his youth, who killed his first creature as a child, killing two poisonous snakes sent to poison him by a jealous goddess, and killed his first man in battle at the age of fourteen, punching him with such force his head exploded. His preferred weapon was a war club of pure copper, and he is said to have had divine protection throughout his entire life. After spending his teenaged years and twenties adventuring, Aratis is said to have settled down and become a wise king upon defeating the Many-Eyed King, and ruled until his apotheosis, at which point he is said to have ascended to the sky to join his father among the immortal gods.

Aratis is considered the mythical father of the Aratacian people, and more broadly the Aratacic people, which includes the Kusyar, Belloese, and numerous other peoples. He is revered among pagans as a deity in the modern day, owing largely to his divine lineage and the tale of his apotheosis.

The historicity of Aratis is hotly debated. As Aratis lived entirely in Coron's prehistory, no records are available to corroborate his existence. While many of the hero's stories are considered fantastical, the demonstrable existence of the supernatural means there is much room for Aratis' mythical exploits to in fact be accurate oral accounts of past events.

## Stats

* PROFILE
* FINANCES

 Mythical/quasi-historical figure

INCOME/EXPENSES

𝔛0 quintillion
Army of Cibalea (23 NE)

The **Army of Cibalea** was a formation in the Aoshanti Imperial Army during the Veritas Crisis of 23 NE, evolving from the Reformed Comitatensis which seized Cibalea in 22 NE. During the Vigilian Peace, it was commanded by Acaciatalis Arquitius as Dux, presiding over a force of 330,000 mostly drawn from provincial levies and militias.

## Leaders

* Acaciatalis Arquitius (Dux ★★★)
	+ Herod Canina (Legatus ★★)
	+ Loran Arcain (Legatus ★★)
	+ Ramirius Macina (Legatus ★★)

## Order of Battle

*For the command structure of Imperial armies, see Aoshanti Empire (Pomaria)/Military Organization*
* ★★★★ Army of Cibalea
	+ ★★★ Second Imperial Field Army (Vinovia) - 191,400
		- ★★ 21 Legions
	+ ★★ Abila's Legions (Canina) - 40,000
		- ★★ 4 Legions
	+ ★★ Emperor's Own Exiled Legions (Macina) - 50,000
		- ★★ 5 Legions
	+ ★★ Sacred Blade Legions (Arcain) - 50,000
		- ★★ 5 Legions
Caiux Iuliacht

LEGENDARY CHARACTER
Caiux Iuliachacht
LEVEL 40

* +6 Admin Efficiency
* +100 diplomatic power
* +40 military power
* Provides +10 to rolls in duels for friendly characters in that force
* If defending: Builds up 11 fortification in the system per turn.
* +𝔛400,000,000 per year

1d20

**NON-COMBAT DUEL STATS**
5 ❤
1d20+20
40 Military Power100 Diplomatic Power+10 for characters under command

* Gains experience from won and lost battles and military exploits.
* Gains one level for every duel fought, regardless of whether they won or lost it.
* May be killed in action.
* May be taken prisoner.
* May be killed by an opposing faction.
Ammunition

**Ammunition** in Aoshtai Cogent is abstracted, with one point of ammunition corresponding to one attack action. For an automatic rifle, one attack may be a burst of several rounds, while it might be simply one round for a sniper rifle.

## Ammunition (Guns Excluding Shotguns)

To display ammunition, add the following template to the ammo column(s) in a Cogent character sheet, separating each magazine with one space:

```
{{Magazine|Number of Attacks Left|Loaded|Blue/Green/Red}}

```

**[**❚❚❚❚❚❚**]** **6/6**   Loaded

One point of ammunition is spent for every ranged attack action made with that weapon. Reloading takes an action.

## Shotgun Slugs/Buckshot

Shotgun slugs and buckshot work similarly, using the following code:

```
{{Slug|6}}
```

or:

```
{{Buckshot|6}}
```

One point of ammunition is spent for every ranged attack action made with that weapon.
Additionally, 6 slugs/buckshot can be put in an inventory slot, and an ammo box consists of 6 as well.

## Arrows

Arrow stacks work about the same, using the following code:

```
{{Cogent Quiver|6}}
```

**6/6** **[**➴➴➴➴➴➴**]**

By default, a stack of arrows, the equivalent of a magazine, holds 6 arrows. A stack of arrows takes up 1 inventory slot.
Archon Group

This page is under construction. Author considers this article to be unfinished or in need of an update or a revamp.

## Organizational information

### Type

Corporation

The **Archon Group** is a conglomerate of many subsidiary companies operating out of the myriad orbital installations in the Archon system. Consequently, the overwhelming majority of its business relates to spaceborne industry.
Algol Caishiwara

Algol CaishiwaraCogent Sheet
Prince **Algol Saturniad XXIV Caishiwara**, better known as simply **Algol Caishiwara**, is a Pheroene naval officer, and heir-apparent of King Loravaris XVII Caishiwara. A natural tactician and magnetic, hands-on leader, he is considered among the most talented rising military leaders in the Ecumene, though he often struggles with the expectations and norms of the Caishiwaran aristocracy.

Algol commands the ECS *Aretology*, a *Mitsukurina*-class Fast Battleship currently assigned to Starfleet Paroxysm. He is also a highly proficient duelist, wielding a hardlight spear and shield, and participated in a number of minor bouts in the Vigilian Games 23 NE.

## Stats

* PROFILE
* FINANCES
* SHIP
* CAREER

  **Battleship CaptainECS *Aretology*****♔ Crown Prince of Caishiwa** | Aoshanti

INCOME/EXPENSES

𝔛0

Battles

Duels
* Dueled with Ruhsora Zhumaliev - **VICTORY**
* Cogent dueled with Kapolcs Szabina - **VICTORY**
* Cogent dueled with Rintske Vlietstra - **VICTORY**
* Cogent dueled with Ardius Thalganna III - **VICTORY**

## Family

The following family tree is simplified and does not include all descendants or branches of the family. Only important and relevant characters are shown.
Aoshanti Empire

The **Aoshanti Empire**, also referred to as **Abzu** or the **Abzuan Empire** after its capital planet, was an Aoshanti-led polity which spanned many galaxies in the Aegis Cluster at its height. According Rhyan tradition, it lasted exactly 60,000 years from its establishment in 74,584 BNE to its fall in 14,584 BNE, when it was overrun by hordes of tesar. An empire which reached the heights of social, technological, and spiritual sophistication, and which tied the cluster together using psigates, no empire since has been able to rival it. Its fall plunged Aoshtai into a dark age lasting 11,000 years, as the galaxy was divided between Tesar hordes and devastated polities struggling for survival. The galaxy is only just starting to work its way out of this long dark age and to re-establish civilization on the same scale as the Empire millennia prior.
Aricanus Theophylactus

Aricanus TheophylactusCogent Sheet
**Rotan Aricanus Theophylactus**, born **Rotan Aricanus**, known colloquially as **Aricanus Theophylactus**, is an Aoshanti Reformed Templar, an imperial officer with the ceremonial rank of king, and the current Master of Legions of Veritas IV.

## History

### Early Life

Aricanus was born into the Reformed Order of the Theophylact during the Ascendancy period and trained to be a Reformed templar under Auriel Lentinus, the Grandmaster of the Order. By the time he ascended to the rank of Templar, the Ascendancy had collapsed and a shadow had fallen over the galaxy. Aricanus travelled the Aoshanti Concourse as a missionary and pilgrim for some time, visiting various congregations and holy sites, including the Ruins of Orbitritum.

### Battle of Vigila and aftermath

When Ur-Tesar attacked, Aricanus returned to Deva Vintrix, where he was charged by Grandmaster Lentinus to accompany the order's relief expedition to Vigila. He took part in the famed Battle of Vigila. After the battle, he stayed on Vigila as part of the Order's permanent presence. Through his participation in Elantia's Orbitritan social scene, Aricanus developed a following of dashing young officers and forged a close friendship with Honil Karathon. Aricanus and his group projected their ambitions to upset the unstable Naissian Empire on the impressionable Honil. They egged him on and consisted a group of hardliners in Reformist councils who vocally despised compromised, hated integrationism, and supported overthrowing the Lessoan-imposed status quo. He was given the military rank of Dux in the hierarchy of the Reformed League. He met Tainatra Benedicta, the heir of the Vigilian Royal family, and began to see her often and count her among the core members of his faction. In 22 NE, Tainatra divorced her husband and married him. They had one child, named Avelina.

### Battle of Shesta

In 22 NE, Aricanus and his group forced Ketor Kathura into escalating the Battle of Shesta, resulting in the Reformed defeat at the Battle of Havan. Aricanus's faction blamed the defeat on Ketor's incompetence and moral cowardice, and the anger and indignation towards Ketor among them that the Kathuran faction thought that their leader could be in very real danger of assassination. Aricanus continued fighting in the battle of Shesta, though was later injured. He was evacuated to Aequum and recovered enough to participate in Honil Karathon's victory procession once Aurelianus Macina won the battle and all the glory.

At Daedroma Station, Aricanus was present during the proclamation of the Pomarian Empire. He was named Master of Legions and made a titular king by the newly-proclaimed Honil Karathon, whom everybody now referred to by his regnal name of Veritas IV.

## Stats

* PROFILE
* RENOWN
* FINANCES

 **Master of Legions ★★★★** | Aoshanti

INCOME/EXPENSES

**5.23 NE** - +𝔛80,000,000,000,000,000,000 from sale to Evgeniya Kiseleva.

ACCOUNTS

## Family

The following family tree is simplified and does not include all descendants or branches of the family. Only important and relevant characters are shown.
Alarix Rifyad/Cogent

Alarix RifyadCogent Sheet

**1 Requisition Point**
Datapad Contents
* Business Gen. (75/75)
	+ Entrepreneurship Master (0/100)
* Botany Gen. (0/75)
* Agriculture Gen. (0/75)
* Biology Gen. (0/75)
	+ Anatomy Master (0/100)
	+ Surgery Spec. (0/50)
* Psychology Gen. (0/75)
* Army Gen. (75/75)
	+ Mobile Warfare Master (46/100)
	+ Army Logistics Master (0/100)
	+ Army Engineering Master (0/100)
	+ Army Management Master (0/100)
* Marine Warfare Gen. (0/75)
* Astrowarfare Gen. (0/75)
	+ Commerce Raiding Master (0/100)
	+ Astrowarfare Recruitment Master (0/100)
	+ Astrologistics Master (0/100)
* International Law Gen. (0/75)
	+ Freedom of Movement Spec. (0/50)
* Ischorian Philosophy Gen. (0/75)
	+ Ischorian Syndicalism Master (0/100)
Cogent 0.7/Trapping

S K I L L S   A N D   P R O F I C I E N C I E S
Specializations   ·   Piloting   ·   Linguistics   ·   TelekinesisVoid Rending   ·   Ballroom Dancing   ·   Foraging   ·   **Trapping**

**Trapping** is a set of skills and proficiencies which involve the use of devices to harm or disable an opponent.

## Basic mechanics

### Trapping proficiency

The trapping proficiency has **a maximum dice bonus of 8**, which means that it begins with 1 base die and gains dice at a rate of 1.6 per point invested in the proficiency. It caps out at 9 dice once the proficiency is maxed out.

### Hands-free requirement

Setting or disarming traps require that characters have at least one of their hands free, which is defined as the ability to free up a hand for long enough to take the action required. For example, a trapper can be holding a two-handed weapon in one hand and free up their other hand to prepare a trap. If they have both hands free, the time needed for these actions is halved.

## Use

### Setting traps

A trapper first chooses an object or area to be trapped. An object might be a door, container, or floor tile. An area must be within at least close range of a given position. If an area is chosen, the trap doesn't need to cover the space in its entirety, but it can be assumed that it has been set up at an optimal position within.

The trapper must then select the trap's effects and trigger. One effect must be chosen for each victory level on the injury table. By default, the trap will be triggered by moving through or within its area, but alternate triggers may be chosen subject to the dungeon master's approval.

Setting a trap takes ten minutes if one hand is used. Once finished, the trapper rolls Construction or Trapping to determine the trap's CL. Traps may be created beforehand and carried using two inventory slots. Setting up a pre-made trap takes 1 minute with two hands.

### Dealing with traps

Any character who approaches a trap may roll Perception against its CL to spot it.

Disarming a trap requires a successful Engineering roll against the trap's CL. Failure activates the trap immediately. Disarming a trap after a successful roll takes one minute if one hand is used.

If a character is aware of a trap, they may attempt to take an action that would normally trigger it. A successful Athletics or Acrobatics roll against the trap's CL is required to avoid it, depending on its trigger. Failure will activate the trap.

If a trap is activated, the trapper makes an attack against anyone within its vicinity, rolling their trapping proficiency. If the trap was sprung as the result of a failed attempt at disarming it, this is rolled with -3 fewer die.

## Trivia

* These mechanics were created by Treebeard.
Anatol Istratig

Anatol IstratigCogent Sheet

> "*LOOK OUT MR. BOLORDAX!!*"
>
> **- Anatol**
>
>

**Anatol Istratig** is the Levlistran chief of security for GladreCorp Mayar. He is currently in an Elenatian hospital being treated for several life-threatening injuries.

## Stats

* PROFILE
* RENOWN
* FINANCES

  **Chief of SecurityGladreCorp Mayar** | Human

INCOME/EXPENSES

𝔛0 quintillion