recursal/Fanatic-Fandom huggingface dataset:
Palace of Kings, The

# Description

The Palace of Kings, the grand temple of the All-Father, extends off the continent of the Evergreen Havens. Also known as the Sacred Beacon, the One True Path and The All-Father's Messenger it attracts awe from all who view it as it stands prominently above the sea south of Pretosia in the Valoren Kingdom. It's standing high in the sky of Pretosia is said to view the entire continent.

## Residents

The Palace of Kings is an exclusive temple of the All-Father. The High King Azemar rules from the Palace as he resides in the royal quarters and meets subjects in the royal hall, separate from the sacred sanctuary the clergy use for meetings. As both the sacred religious grounds of the All-Father and the Royal living quarters, the temple is restricted to those worthy of entry. Either from religious association or by request of the high king. The Kingsguard use the gates to screen visitors and strictly patrols the walls and grounds for intruders. They frequently can be found training on the grounds of the palace.

## Flora and Fauna

The palace is home to golden sparrows. They are considered a blessing from the All-Father and a sign of good fortune. Killing a golden sparrow is a sin said to bring the wrath of the All-Father. Inside the temple golden sparrows are allowed to nest undisturbed by the priests and visitors. A favorite food of the golden sparrow are the seeds of Buttoncloud flowers, which the priesthood grow in gardens around the temple.

# History

## Construction

Constructed from over 18 years by the followers of the All-Father’s with the direction of the Human Architect Orison Patilia.  The Palace was constructed with a grand vision to honor the All-Father.  A number of elven craftsmen were essential to the construction, but have been omitted from records due to the High King’s distaste for non-humans.

## Rising Importance

During the years, the Palace has become more politically important.  At first it was merely a religious center that was open to the public, but the grand and artistic design led to it becoming a symbol of prestige.  The High King was frequently holding meetings inside the Palace due to it’s grand design.  The residences and lands around the palace were annexed to make for expansions of the palace, creating gardens and auxiliary buildings. With later additions of walls and gatehouses to enclose and secure the area.

## Public Resentment

When the High King formally moved into the Palace, the temple was sealed off from the general public.  Resulting in a riot of faithful followers of the All-Father.  This riot was suppressed with charm magic, but the resentment of the faithful to the High King has never really fully dissipated. A number of the main instigators were arrested and executed at a later date, which has kept the public from attempting to enter the temple grounds.
Skills

Skills are important parts of characters that rate their ability in wide arrays of subjects and will give bonuses or debuffs based on the ranking of the skills and the situation in which they are used.

#### **Upgrading:**

Skills are not 'stackable' in that one cannot multiclass and gain higher ranking in a skill given by multiple classes, though skills can be advanced through the ranks by training or experience. Training can be done during time skips of one week or more, while experience is up to the GM's discretion of whether or not a character used a skill enough during a session to merit improvement. Both are rolled the same way, a DC of the related characteristic WITH FULL BONUSES, then if the roll FAILS to be under the DC, the skill may advance. One must fail one check to go from untrained to trained, three checks (In a row) to go from trained to proficient, and five (In a row) to go from proficient to expertise.

#### **Rankings:**

##### **Untrained:**

The default state for all skills, results in somewhat difficulty when using an untrained skill.

##### **Trained:**

The state most given early on by classes, races, etc, removes the difficulty status

##### **Proficient:**

The state usually given by mid-late levels by classes, or by training/experience, gives a bonus based on the highest level of any classes. (Bonus is removed from rolled value.)

LVL 4: -3

LVL 8: -5

LVL 12: -8

LVL 16: -10

LVL 20: -15

##### **Expertise:**

The state that usually must be earned, or is given by very late class levels, gives advantage to rolls using the skill, and doubles the bonus from proficiency. Though if the skill is not used for 3 sessions expertise will be demoted to proficient.
Havlin (TCJ)

**RACE**
 Height
 Weight
 Speed
 Characteristic change(s)
 Racial skills/Misc change(s)
Roland, Tollen, Themas
Female
Alvie, Mary, Cendra

#### Physique:

Like a combination between Wood Elves, Humans, and Gnomes, Havlins are of small and often somewhat pudgy stature, possessing standard human anatomy, and Elvish ears, at the signature just above level angle. They tend to have dark hair, and lighter eye colors, Hazel being the most common.

#### History:

Havlins have always lived in small, trade-based communities, and until the Stockland Federation. Though even in the modern period they live in small communities across the world.
Characteristics

Characteristics are the defining statistics of every character or NPC, and are the backbone of every action requiring a roll in the game.

#### **In-game use:**

The way characteristics are used is that when a roll must to be made, the most relevant or listed characteristic will serve as the DC (Difficulty Check, AKA a check). Then, all relevant modifiers will be added, and the roll will be made (1d100, or whatever amount of die are appropriate), to succeed the roll must be UNDER the net DC, then any follow-up rolls will be done (100's are always major failures and 1's are always major successes). [Example: Pushing a rock, use strength, strength = 51, DC 51, roll 1d100, rolled 43, check passed]

#### **Improving characteristics:**

Characteristics can be improved by a few means: Buffs from spells or other status effects, buffs from equipment, buffs based on the situation, etc; but the only ways to permanently buff any characteristic is through leveling up (Depends on level and class) or via an improvement check. Improvement checks can be done post session (If GM determines a skill was used enough for an improvement check) or after in-game time skips of a week or more, when rolling an improvement check, roll the base characteristic value DC and if you FAIL the roll, the characteristic can be raised by 1d10.

#### **Characteristics over 100:**

Should a characteristic value be above 100, the roll will be counted as a roll with a gross DC of 100, then modifiers will be added, and any value over 100 will simply be subtracted from the roll value. [Example: Str of 115, DC 100, 1/2 DC because difficult roll, net DC 50, roll 1d100, rolled 51, -15 from roll, net roll 36, check passed]

#### **Characteristics and their meanings:**

##### **Strength:**

Physical ability. Plays into carry capacity, melee combat, forcing obstructions away, etc.

##### **Dexterity:**

Accuracy and/or speed. Plays into firearm accuracy, other ranged accuracy, precise movements, etc.

##### **Constitution:**

Physical toughness. Plays into health pool, damage mitigation, resistances, etc.

##### **Intelligence:**

Factual knowledge. Plays into magic, problem solving, calculations, etc.

##### **Wisdom:**

Applicatory intelligence. Plays into magic, adapting knowledge/solutions, investigation, etc.

##### **Charisma:**

Social skills. Plays into seduction, manipulation, deceit, etc.

##### **Willpower:**

Psychological strength. Plays into courage, resistance, fear, etc.
Oftuni (TCJ)

**RACE**
 Height
 Weight
 Speed
 Characteristic change(s)
 Racial skills/Misc change(s)
Retractable claws - Instead of fingernails, possess claws that count as hidden when retracted, dealing 1d4 damage with 5 AP
Camouflage coat - Every 8 weeks, all stealth checks (can be negated with coverall clothing) are somewhat difficult for 5 days. After the shed, stealth checks in the environment one shed in become easy
Highly sensitive ears - Auditory checks within 50’ or less than 2’ of solid, or above 10 db become normal checks, though any sound above 60 db damage the ears and give 3 turns of somewhat difficulty to wisdom checks
Small stature - With bodies so small, gnomes can only wear clothes specially designed/tailored for them without making all physical checks somewhat difficult
 Names
Maasil, Tuskahn, Leyfi
Female
Yelom, Dendra, Fowne

#### Physique:

The Oftuni are like no other race, they are not Orkoids, nor Elf-descendants, nor Humanoids, they are completely separate from Brakald and are as if from another world. They are very small, akin to Goblins or Gnomes, though they look similar to cats or other furry creatures like weasels. They have small, compact heads with large feline ears, large eyes that take up most of the face, button noses that sit just above a small weasel-like mouth. Their stance is more like an animal than a humanoid, with paw-like feet with pads and small hands featuring retractable claws but not pads. Their eyes are usually of light colors like blue or yellow with feline irises that adapt quickly, and their fur is of natural camouflage based around wherever they are when they molt.

#### History:

There is little known or recorded about the Oftuni besides that they are fierce and stealthy warriors with abilities surpassing many other races. They live on the island of Yelenada, off the northern coast of Brakald and while some coastal communities engage in trade with passing ships, they are known to slaughter any non-Oftuni that steps foot on Yelenada.
Red Dead Redemption 2

Red Dead Redemption 2 is a game developed and published by Rockstar Games for the PlayStation 4 and Xbox One in October 26, 2018 and for Microsoft Windows in November 5, 2019.

The game is using Rockstar's proprietary RAGE engine.

## PC performance benchmarks

The game use either DirectX 12 or Vulkan APIs on PC. The game has a built-in benchmark.

### Key performance takeaways

* The game consume less than 6GB of VRAM in 4K but will not even launch on 4GB cards in this resolution.
* The game is very heavy on the h/w on its highest quality settings but can be scaled nicely with settings.
* The game was patched with DLSS support on July 13, 2021

DLSS patch PC benchmarks
 2021-07-16
 2021-10-15

## Console versions comparison

The game doesn't use dynamic resolution scaling.

### Main console versions characteristics

* PS4Pro version is using checkerboarding resolution reconstruction to reach its target resolution but due to an issue with implementation this results in it actually rendering in 1920x2160 resolution most of the time.
* PS4Pro renders in native 1080p when the system's output is set to 1080p.

Post launch console comparisons
 2020-11-23

1. ↑ Red Dead Redemption 2 NVIDIA DLSS Update Out Now
Badges

Player badges is an identity of players that can we called like VIP membership. Badges we can found at player base level. It have 3 different colour depending player's purchasing crystals or buy some offer packs :

* Green badge = player not purchasing yet or never purchasing a sum of crystals, it can called "Free Players"
* Yellow badge = player have purchased amount of crystals, although just a little bit
* Purple badge = player have purchased more than >50,000 crystals
Man-At-Arms (TCJ)

#### **Overview:**

However 'generic' of a role the man-at-arms may serve, they are the backbone of every existing army and the backbone of most parties. They bolster defenses, protecting the weaker units, and lead the spear of the offensive, putting out crippling amounts of damage. There are three sub-classes: Blitz-fiend, Vanguard, and Fencer. Blitz-fiend focus mainly on high-speed assault attacks, often stunning or knocking enemies to the ground to clear the way for support or to open up the enemy long enough to defeat them; blitz-fiend favor more medium armor that will allow them to take hits, while not limiting their mobility greatly. Vanguard are a much slower and defensive fighter, able to take and mitigate a lot of damage, favoring heavier armor. Fencers are a very 'glass-cannon' subclass, with little bonuses to their health or armor, actually favoring lighter armor to give more mobility to their high speed and precisions abilities. They do not actually have the normal style of attack as everyone else does, only using special trained doctrine attacks, parries, etc; this gives them a much more complicated and technical playstyle that helps them defeat even the strongest or most armored enemies.
High Elf

**RACE**
 Height
 Weight
 Speed
 Characteristic change(s)
Powerful figure - +3 Charisma
 Racial skills/Misc change(s)
Psychic meditation - When sleeping, they can sleep in any balanced position, perception based checks are somewhat difficult
Large stature - With bodies so large, Dark Elves can only wear clothes specially designed/tailored for them without, or coverall apparel without making all physical checks somewhat difficult
Shiro-Attuned [Aellymria] - +12 Willpower, +5 Wisdom, -7 Constitution, -5 Dexterity, -5 Strength, -8 Charisma, -10 Intelligence, full access to the Shiro network and all abilities
 Names
Fralus, Hennan, Peskite
Female
Addia, Kylin, Tiornel
Male [Aellymria]
Rend’Aellymria, Ahks’Aellymria, Blyde’Aellymria
Female [Aellymria]
Pizon’Aellymria, Taexczyk’Aellymria, Druwnt’Aellymria

#### Physique:

Huge, High Elves are even taller than Dark Elves, with much fuller and more proportional bodies. Though High Elves are still very lean for the most part, they are distinguishable by their very pale or barely pinkish skin, their large and downward pointed eyes, long and diamond shaped faces, and extremely long ears. Males usually possess ears about twice the length of their head, that have a high incline over the head, and long feather-like eyebrows that come off the head. While females have shorter ears at about a 30-45\* incline that barely pass the top of the head, and eyebrows that barely come off the face. They are also known for the most part all looking alike, possessing green, grey, or light purple irises.

#### History:

High Elves are thought to be the remnants of the most ancient civilizations, so old that there is barely any history or artifacts from asides from near esoteric and hard to understand relics here and there. It is thought that they were extremely advanced, but some calamity stopped their advances, while saving the planet. The only reliable surviving vestiges are the rare, secret, and well guarded Shiro nodes of the Hyphae network every High Elf seems to be able to locate and use on some level, though few use it for more than navigation. High Elves are rare now, most sticking to themselves anyways, they are so few and far-between that limited genetic pools have begun to affect the descendants, how far the mighty ancestors of all Elves and arguably all things across the world have fallen.
Marvel's Guardians of the Galaxy

Marvel's Guardians of the Galaxy is a game developed by Eidos-Montréal and published by Square Enix for Microsoft Windows, Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S on October 26, 2021.

### Key performance takeaways

* The game is using DirectX ray tracing for simulating reflections.
	+ Higher tiers of ray traced reflections have a high performance impact with not very apparent quality improvement.

## Console versions comparison

The game is using temporal resolution reconstruction and dynamic resolution scaling.

### Main console versions characteristics

* 30 fps mode on 9th gen consoles has better textures, texture filtering, more detailed ambient occlusion, better geometry LODs, shadows and foliage density.
* Typical resolution on 9th gen consoles in quality mode is true 4K.
* Highest resolutions on 8th gen consoles are constantly below targets:
	+ PS4 is at 1728x972
	+ PS4Pro is at 3360x1890
	+ Xbox One X is at 3360x1890
MCSAC Wiki

**Welcome to the MCSAC Wiki!**
A wiki for the storage and viewing of the MCSAC rules, campaigns using the MCSAC system, and items among other resources. Comments are encouraged for constructive criticism, but by no means make any edits or add any pages, this is a wiki run by select moderators. MCSAC stands for Matt's Conglomerated System of Amalgamated Coolness, having no official title as it is a small, in-house system never meant to be spread outwards; because of the system's nature of being a mash up of many systems, the creator wanted this message attached:

"I've tried many rpg systems over many campaigns, and never liked one for everything, so I've tried to mash together what I like of all of them. I do not take credit nor intend to make any money off of this system, it's contents, or the campaigns I make using this system, so don't call me a thief. I am making the third version of this system for a few reasons: The first version was very overly complicated, allowed for overpowered characters and items, and left too much up in the air, the second versions left too much about in-game occurrences like cover up in the air. This third version will likely standardize the format across the system and cover as much in-game occurrences as I can think of, but keep in mind that it is more than likely that a fourth version will need to be made once enough edits are compiled. I can only hope that you like playing with this system, and please give feedback whenever you can."
Spawn (TCJ)

**RACE**
 Height
 Weight
 Speed
 Characteristic change(s)

Warrior's muscles - +8 Strength

Bred for war - +8 Willpower, willpower checks after killing are easy

 Racial skills/Misc change(s)

Languages - Speak, read, and write Common and/or War-speak

#### Physique:

Spawn are almost like a mixture between Orks and Humans, being of a taller stature more comparable to humans, while retaining the broad and strong physique of Orks. In comparison to Orks, spawn have broader and larger heads, as well as smaller noses and ears more suited to combat, less likely to be torn off. They are regarded to be as ugly or uglier as Orks, while also being frightening from their larger and more imposing physiques.

#### History:

Spawn are relatively recent, being artificially created in the year 4896 by the secretive leaders of the Confederation of the Caste. They are hated across Brakald and even the entire world because of their actions in the wars lead by the Confederation of the Caste against their neighbors. They are notorious for their lack of empathy for any life, following of orders no matter their content, and slaughtering of civilians en masse.
Armor

Full armor lists sorted by generalizations and campaigns, starting with Black Abyss.

Unless noted otherwise: Armor come with attachment points/straps/equipment needed

### **Black Abyss:**

##### MELKOR Armories 'Raven' LSA119471 Light Security Armor

~ 15 AR

~ Slash resistant

~ 8 lbs

### **Generalizations:**

These are for creating entirely new items or assigning values to items that need an armor rating.

#### **Medieval:**

Cloth-Thin (Clothes)

~ 5 AR

~ No resistances

~ 1-3 lbs

Cloth-Thick (Gambeson)

~ 40 AR

~ Crush resistance (1/2 damage)

~ 5-10 lbs

Cloth-Reinforced (Brigandine)

~ 80 AR

~ Cut and stab resistance (1/2 damage)

~ 10-25 lbs

Leather-Thin (Vest)

~ 15 AR

~ No resistances

~ 1-5 lbs

Leather-Thick (Coat)

~ 30 AR

~ No resistances

~ 5-15 lbs

Leather-Reinforced (Lamellar)

~ 80 AR

~ Cut and stab resistance (1/2 damage)

~ 15-30 lbs

Metal-Thin (Mail)

~ 30 AR

~ Cut resistance (1/2 damage), no AR to piercing

~ 5-10 lbs

Metal-Thick (Cuirass)

~ 150 AR

~ Cut and stab immunity

~ 15-30 lbs

~ Gives 1.5x encumberance on equipping

Metal-Reinforced (Plate)

~ 125 AR

~ Cut and stab immunity

~ 30-50 lbs

~ Gives 1.5x encumberance on equipping
Difficulty

Difficulty is an easy way to measure buffs or debuffs to rolls based on situations or any other multitude of values in the equation. Difficulty is a very simple system, simply adding a special condition to the roll of a check. Always remember, when difficulty levels stack, they will upgrade to the next difficulty level.

Where it becomes slightly more complicated is where Karma comes in. Karma is a system meant to keep players in check, and is largely at the GM's discretion. Karma is not meant to judge the arbitrary morality of a character's actions, but to judge players who make actions that are a detriment to other players without good reason. A player will not be punished for betraying other players should they have a good reason and discuss with the GM BEFORE making their actions, for example.

#### **Karma:**

To prevent players from unjustifiably slighting other players or breaking rules, the GM may punish those who do proportionally to the number and severity of their slights. Though to be fair to the players, the GM must not target karma on specific players and on specific actions. Karma will be used on rolling for every action a player attempts until the karma score is reduced to 0.

##### **Earning Karma:**

Karma isn't really meant to be in the positives, but points may be awarded at the GM's discretions. Points may be awarded for things like:

Sacrifice for another player +3 (Life, significant items, etc)

Helping another player +1 (In or out of game)

Exceptionally good RP +1

##### **Losing Karma:**

Karma isn't meant to be constantly lost either, and is supposed to be more of a deterrent than anything

Meta-gaming -1

Absent during turn (Without notification) -1

Unjust/unplanned malicious actions against a player or the campaign as a whole (In or out of character) -10

##### **Karma checks:**

For every point of negative karma, the DC required to have a karma-based action failure raises by 10, and for every karma-based action failure 1 point of karma will be restored. Though if the player has less than -3 karma, every failure will be counted as a critical failure [Example: player has -3 karma and makes an action. The GM then rolls 1d100 with a DC of 30 and gets a 23. The player's action then automatically fails for some reason.]
Engineer (TCJ)

#### **Overview:**

Engineers play more of a support role for themselves and others, whether it be through repairs, specialty equipment, or analyzing items, an engineer is a welcome guest to most parties. Within the engineer class, there are 3 sub-classes: Smith, War-Engineer, and Artisan. Smiths are more of a support role, repairing, making, and modifying equipment whether it be for their companions or for money. War-Engineers are an undoubtedly offensive item-focused role, creating and using items just right for the situation to hit the enemies' weak spot or put companions in an advantageous position. Artisans are more of a specialized role, able to pick one major and five minor focuses. A focus being a field of extreme training, giving utmost competency in any craft involving these specific focuses.
Dwarf (TCJ)

**RACE**
 Height
 Weight
 Speed
 Characteristic change(s)
 Racial skills/Misc change(s)
Subterranean survivalists - Reaction checks to cave-ins, falling, pit traps, and similar situations are easy, and can see in dim light as if lit up to 50 feet, and darkness as if dim light up to 10 feet
Small stature - With bodies so small, gnomes can only wear clothes specially designed/tailored for them without making all physical checks somewhat difficult
 Names
Ansglatte, Roghd, Kirs
Female
Aelahn, Yevan, Greslana

#### Physique:

Dwarves are very burly and stockily built, with long and strong hair and facial hair, the women usually having sideburns and the men having beards. They are very short in comparison to other humanoids, only taller than Gnomes, Oftuni, and Goblins. They possess normal humanoid features asides from their small and dense statures, and strong facial hair.

#### History:

The Dwarves have always been the innovative pinnacles of machinery, infrastructure, and industry - on a scale comparable to elves and magic. They have always based themselves around mountains, for defense and resources. Since the early ages of the Leyaheiff calendar and even before by some sources, the Dwarves had a mighty mountain empire, the Grikkeforte Council. But since the 3000’s they slowly lost territory, which has drastically increased, especially since the 4500’s, leading to a great separation which created the Stockland Federation.
Ork (TCJ)

**RACE**
 Height
 Weight
 Speed
 Characteristic change(s)

Warrior's muscles - +5 Strength

 Racial skills/Misc change(s)

Irritability - When at 1/4 health, have somewhat difficulty on wisdom and intelligence checks, and strength, constitution, and dexterity checks are easy

Languages - Speak, read, and write Orkish and/or War-speak

#### Physique:

Of intermediate height in comparison to other Orkoids like Goblins or Spawn, Orks differ in their very wide shoulders and hips, with exceptional arm strength in comparison to all other races. Though in comparison to humans and other humanoids they are a bit short, possessing long but gnarled elf-like ears, and thick hair usually of a brown or black color.

#### History:

Orks have always known to be the main minions of magical evil-doers, or in hordes of raiders, because of their near constant state of warring keeping them in a near tribal state. They've always raided, looted, and profited off of other nations that have what they don't, but when all Orkoids were nearly wiped off of Brakald, they formed a confederacy with the other Orkoids and have actually taken an offensive, and threaten human nations.
Gnome

**RACE**
 Height
 Weight
 Speed
 Characteristic change(s)
 Racial skills/Misc change(s)
Small stature - With bodies so small, gnomes can only wear clothes specially designed/tailored for them without making all physical checks somewhat difficult
Floating joints - Normal difficulty to any contortion checks
 Names
Opman, Charlin, Hendrikse
Female
Parla, Aelouise, Teress

#### Physique:

Comparable to the Goblins of humanoids, Gnomes are but far the smallest and shortest living humanoids. They are almost like a mash of several of the races, like short Humans but without the distinctive features of Havlins, similar to Dwarves except without the stocky builds or facial hair. Despite their tiny builds, Gnomes have functional anatomies, using their very light bodies to their advantage, needing less dense bones and having more open and flexible joints.

#### History:

Gnomes have lived in stealthy isolation throughout history, unable to protect themselves except through range, better weaponry, and defenses. Until the creation of the Stockland Federation in the 4500’s, where they have served as a worker class, making and performing intricate and complicated services that would be difficult for larger races to do.
Hero Fragments

Hero fragments is a rare resources. It appears in the form of pictures pieces that have the hero's portrait on them. They are used for crafting heroes and upgrade their stars. Each Hero has it's own shards.

Obtaining

Heroes fragment can be obtained from :

1. Hero soul shop
2. Crystal Lottery
3. Ordinary Lottery
4. Use more get more
5. League Donation
6. Attacking base at war, player will obtain Rudolph's Fragment

Spending

This Resources can be spending for :

1. Upgrade Hero's star
2. Upgrade Hero's Artifacts
Medic

#### **Overview:**

Civilian, trader, soldier, farmer, traveler, no matter who you are or where you go, you'll always need a medic. The medic provides accurate analysis of wounds and ailments, as well as treatment for them. You'd always be in your best interest to listen to the medic, as they make both good fighters and lifesavers. There are three sub-classes: Medic, surgeon, and pharmacist. The medic focuses on immediate aid too difficult for most others to perform, as well as giving bonuses to push others through an encounter, whether it be fighting the ship or boarders. The surgeon focusing on more time-consuming healing, but fixing major issues and fully restoring health wherever possible, at the cost of being largely useless inside combat. The pharmacist is a bit of a wild-card, focusing on combat more than even the medic, and especially more than the surgeon. They can make powerful drugs that can aid friendlies or cripple enemies, all while slinging lead downrange.
Dark Elf (TCJ)

**RACE**
 Height
 Weight
 Speed
 Characteristic change(s)

Midnight oil burners - They can avoid no-sleep debuffs until 36 hours of no sleep, and can see in dim light as if lit up to 100 feet, and darkness as if dim light up to 20 feet; though without something protecting their face/eyes, in lit areas perception-based checks are somewhat difficult

Psychic meditation - When sleeping, they can sleep in any balanced position, perception based checks are somewhat difficult

Dimensional attunement - Once a day, one can make a difficult wisdom check to determine the dimensional stress of their tile with +/-10 accuracy

Large stature - With bodies so large, Dark Elves can only wear clothes specially designed/tailored for them without, or coverall apparel without making all physical checks somewhat difficult
 Names
Tentin, Esquex, Konkord

Female
Islan, Buryd, Eskhani

Male (Royal)
Ais, Kincaidev, Jujural

Female (Royal)
Slaanesh, Iturisquaal, Piornorel

#### Physique:

They are a lanky race, possessing small shoulders and hips, while also averaging tall statures, especially in comparison to humans and the smaller races. They have light grey to black skin, with smooth complexions and possess little hair, asides from their head, though it would be rare to see much facial hair. They possess androgynous and young-looking faces, often being labelled as attractive for their looks by humans and other human-like races. They have a normal array of eye colors, in comparison to humans, less having brown or green, while also having grey, purple, and red. They have ears similar to their predecessors, the high elves, long and without ear-lobes. The difference being that they are usually not longer than 6 inches, and have an angle of just above level to no lower than 30\* downward. Because of their elongated bodies, small chests, and low weights, they also tend to possess very high and airy voices, the most notably annoying being young girls, having what has been reported as "voices like dog whistles". Otherwise than the few differences, they are otherwise like humans, full sets of teeth, nails, etc.

#### History:

They have a pretty simple history in general, not having travelled much and most of their history revolving around Valyria and events taking place inside of it. Most notable was the Valryian War of the Throne, where hundreds of thousands died in direct combat, through cross-fire, and the damage to supply networks needed by both civilian and military personnel. Nowadays most of them live in Valyria and visit other nations and continents, but almost all dark elves have some family or relation to Valyria.
Engineer

#### **Overview:**

On every vessel, party, or squad, an engineer is more than a need - it's a requirement. While they usually play a more support role with their repairs, specialty equipment and skills, or analyzing items, you'd be crazy to turn an engineer away. There are 3 sub-classes: Technician, Gunsmith, and Fabricator. Technicians are a ship-based role that work on vehicles, whether it be repairs, modifications, etc. Most technicians can also operate the equipment they can repair with some skill. Gunsmiths are usually either men of science or crazy illegal weapons manufacturers, repairmen, or modifiers, able to produce and install many weapon parts and create some kind of killing device from nearly anything. Fabricators are extremely useful in that they can produce and analyze almost anything that they can get their hands on at least once, the type to pull clocks and microwaves apart out of curiosity. Fabricators can hone their skills on specific crafts of almost any type, including firearms, explosives, vehicles, etc. But while skilled, their scopes of knowledge are limited.
Clothing

Full clothing lists sorted by campaigns, starting with Black Abyss. Assumed to fit/be variable sizing unless of opposite sex or another race.

### **Black Abyss:**

##### Civilian clothes (Generic)

~ 3 lbs

~ 2 AR

##### HADRON Security All-Terrain Suit

~ 8 lbs

~ 1/2 damage to cuts, stabs

~ 10 AR (Overall)

##### Milson Ship-Board Safety Suit (MSBSS) MK 16K

~ 12 lbs

~ -5 Buff to rolls resisting g-force

~ 1/2 from cuts

~ +10 feet darksight (Monochrome)

~~ 15 AR (Torso)

~~ Oxygen lasts 1 hour, batteries last 6 hours

##### Milson Vacuum Hazard Suit (MVHS) MK 4S

~ 115 lbs

~ EVA suit

~~ Can withstand void conditions

~~ Includes HUD to comm w/ vehicle

~~ +30 ft darksight

~~~ And headlamp

~ 25 AR (Torso, Head), 15 AR (Overall)

~ Oxygen lasts 8 hours, batteries last 3 days

##### Savini Journeyman Scope

~ AR goggles

~ HUD

~ See into uploaded vessel's internals/+5 ft truesight on unknown vessels

~ +5 feet darksight (Monochrome)

~ +5 AR (Head, eyes)

##### Savini SmartGlasses

~ AR glasses

~ HUD-Capable

~ +5 ft darksight (Color-corrected)
Chips

This resources are not very commonly, but it's included at main resources because it can unlocking some special skills

Obtaining

Player can obtain this resources through :

1. Chip Campaign
2. Attack Boss : Samurai Panda at Special Challange
3. Do some task at Special Gift and Emblem Challenge
4. Opening the Soul Chest
5. Buy with hero soul at hero soul shop

Spending

Player's can use this resources for some like this :

1. Unlock and upgrade hero & building's skill
2. Evolving awakened hero & troops
Tenachi

## Trivia

* Tenachi's name was originally "Tanachi". Whilst the original name has no meaning, the change of 'ten' alludes to the word 'Tenacious', referencing her tough and undeterred nature.
* Tenachi has been one of three characters who has remained a potential partner since their conception in 2013, the other two being Berry and Goji, and Stella.
* Tenachi's purpose and personality was initially much more different. She served as more of a Ms Mowz character early in 2013 (who was incredibly popular for her looks) but eventually started to shift in profession, with the earliest hints of her being a mechanic in 2016. Currently, she is more of a sassy mechanic in 2020 (who is now popular due to her inventions and intelligence).
	+ Additionally, her design was originally based off of another Bandit character back in 2013, but over time I had forgotten about that until around 2016-17, which is when I remembered and slowly wanted to shift her design to something more original.
Tools

Full tool/equipment lists sorted by campaigns, starting with Black Abyss.

### **Black Abyss:**

##### Abacus Computing Digital Access Kit

~ Repairs/Hacks digital components

~ 3 lbs

##### HADRON Journeyman Electronic Repair Kit

~ 5/5

~ Repairs critical electronic damages

~ 10 lbs

##### HADRON Journeyman Mechanical Repair Kit

~ 5/5

~ Repairs critical mechanical/structural damages

~ 10 lbs

##### HADRON QuikFix™️ Multisystem Repair Kit

~ 3/3

~ Can fix most basic electronic and structural damage, as well as upkeep items

~ 5 lbs

##### Hygiene supplies (General)

~ 10/10

~ Resets hygiene status

~ 1 lb

##### Magnussun Depressurization mask

~ Loads 30 Liter oxygen tanks (10 Minutes)

~ Provides oxygen but gives no other bonuses or protections

~ 1 lb

##### Ørsted Magboots MK4

~ 5 hour usage time

~~ Uses Stronoff Universal Ion Cells

~ Locks feet to ferromagnetic items

~ Can walk using them

~ Difficult to be knocked prone

~ -5 speed (When active)

~ 5 lbs

##### Stronoff Universal Ion Cells

~ Batteries, come in variety of capacitances and voltages

##### Prometheus Armor Repair Kit

~ 3/3

~ Restores 1/6th AR

~ 5 lbs

##### Prometheus Firearm Repair Kit

~ Applies to gunpowder firearms only, cleans and repairs broken firearms

~ 3/3

~ 5 lbs

##### Prometheus Torch

~ Weld/cut structures

~ 15 liter tank

~~ Lanthanum-Oxygen mix

~ 3 lbs
Duel Mode

## Overview

This game mode are like simulation and purposed for player to practice to test their attack's skill before attacking base they want. Player can also test out your league mates or other player's base to test their defense strength.

## How to Access

Player can access it when they visit other player's base by tap the player to show option menu at :

1. League mates Player's League
2. Leader boards
3. Global chat
4. Multiplayer defense log

## Rules

1. This is just like simulation
2. Player can deploy troops, hero, or super weapons to attack
3. If they fall at this mode, it will not affected player's troop, hero, or super weapon at real base
4. Unlimited trials ! Player can try this mode many times, anytime, and everyday, without limitation
Picaro (TCJ)

#### **Overview:**

Picaros are an interesting class, leading to either the noblest robin-hoods, the most mischievous cat burglars, or the rowdiest robbers. They lend themselves to stealth and deception, work well on their own, but can't stand up in most head to head fights; making an interesting support role to a party. There are three sub-classes: Infiltrator, Assassin, and Phantom. Infiltrators are more social focused, instead of sneaking around in the dark they may take a disguise or an alias and find themselves walking through the front door. Assassins are focused on combat, using stealth and speed to make up for their low health and strength compared to other combat classes. Phantoms are focused on absolute stealth, never being detected, and usually take their time with their intrusions.
Character Creation

Character creation is what allows a player to enter the campaign, and is a critical and important process. Should one make hasty or unwise decisions, they will suffer through a campaign, using a character they don't care for.

#### **The steps:**

When creating a character, the first thing one should do is to find or make art for their character. This is so that the GM has something to use as reference and as an in-game asset for tokens or other purposes, as well as to help inspire and set ideas for the character in the process of creation.

Then, one should make a copy of the template provided (https://docs.google.com/spreadsheets/d/1B1SLYffeFw8cvF2zH1lox36WcYi8Jj\_7LLLZ7-0HAnE/edit?usp=sharing) using all of the information they can get from their: Picture, class, setting, and GM information.

Characteristics can be determined by rolling or by buying. When rolling one must roll in a 'set', in that 7d100 must be rolled, one for each characteristic, and that if one wishes to reroll they must reroll the entire set, previous sets cannot be used, and one cannot roll more than 5 total 'sets'. When buying, one has 140 points to spend as they please. But in neither circumstance can the values exceed 35 at level one, and if rolling any 'overflow' is discarded and CANNOT be allocated elsewhere.

Inventory will be determined by the GM, and should be left entirely blank.

Backstory, personality, and appearance are HIGHLY encouraged as it helps facilitate a connection with the character and in playing the character.
Ranger (TCJ)

#### **Overview:**

Albeit somewhat 'generic' the ranger most stands out and finds usefulness in their sub-classes, and become vital to any party that wants dedicated range or a guide through the worst of environments must have a ranger. There are three ranger sub-classes: Hunter, Skirmisher, and Yeoman. Hunters are focused on long-range maneuvers, able to adapt and survive in any climate physically possible for their body, as well as stealth attacks at a medium-long range. Skirmishers are focused on close range battles, firing quickly at multiple targets - all while moving often. Yeoman are just the opposite, focused on heavy draw weight bows from long distances, often being used in armies and massed archery.
Human (TCJ)

**RACE**
 Height
 Weight
 Speed
 Characteristic change(s)

Linguistically adept - Checks for learning/understanding unknown languages are easy

 Names

#### Physique:

Humans are the most variable species, varying widely across all of the world, though most on Brakald are similar, of fair or somewhat swarthy complexion, tall bodies in comparison to most other humanoids, and somewhat strong and wide-bodied. They are the most common across all of Brakald, and across the larger world as well. The adults are known to have 32 teeth, which are used in digestion and in their complex expressions. They are also known to be very good at reading the emotions of not only other humans, but other races; as well as understanding languages quickly.

#### History:

Humans are the second longest recorded race with notable civilization, notably cooperating well with the Raehirrith Council of the Leyaheiff and other races they encounter, at least in general. They have had constant conflict since their tribal and nomadic periods, whether it be over grudges, resources, or any other multitude of reasons, they have found reason for war at every step of advancing themselves through time. With their constant conquering they still find ways to develop and progress technologically, many war-inventions translating in concept to civilian life. Around 4000 is when The Era of Mankind's Peace (In Brakald) occurred, this was due to that all of the existing nations were large and well-prepared for war, causing international stalemates and a forced focus on internal technology. Though since the 4500's there has been a rapid decline of advancements as nations are breaking apart and warring over various reasons, using these great stockpiles from before to wage all-out wars of annihilation against one another.
Wood Elf (TCJ)

**RACE**
 Height
 Weight
 Speed
 Characteristic change(s)

Psychic meditation - When sleeping, they can sleep in any balanced position, perception based checks are somewhat difficult
Languages - Speak, read, and write common and/or Old-Tongue
 Names
Aldon, Ciron, Elladan
Female
Lindis, Chamylla, Iteria

#### Physique:

Wood Elves, thought to be the 1st offshoot of the High Elves, resemble them very closely, with a few differences adapting them for woodland survival. Their ears are a bit shorter, and the second longest of all races possessing Elf ears. Their ears are usually no longer than 10 inches, with an average of 6-8, at an angle of 5\* above level to no higher than 40\*. Their skin is an in-between of Dark Elves and High Elves, usually balancing between olive-tan to a bark-brown.

#### History:

Wood Elves have possessed the longest lasting civilization since the ancient High Elf empire — assuming that it truly existed — Currently almost all Wood Elves live in the Raehirrith Council of the Leyaheiff, have connections to it, or hold allegiance to it. The story goes that when the calamity that extinguished the ancient empire occurred, only those Elves small enough and with the skills and adaptations to hide and survive in the remaining woodlands. In contemporary history however, the Wood Elves tend to stick to themselves and their country, full of pretentious figures and political drama.
Evergreen Forest, The

# Description

## General

The Evergreen Forest is a vast expanse of elven woodlands.  In the Evergreen Havens the goblins call it the cursed forest for their distrust of unchanging green plants in winter.  Known as the Evergreen to the mountain tribes.  And the more educated refer to it as the Elven lands.  The dense forest is heavily pine or coniferous due to the higher elevation and colder temperature of the region.

## Flora and Fauna

Bootbiter (Elf Grass) is a common nuisance in the Evergreen Forest.  It’s thorny stem carves into boots and frequently results in a painful experience.  The Elves frequently grow it in areas they don’t want trespassers.  Another common plant in the region is the pitch pine, which woodsmen use for firewood rich is highly flammable sap.  The sap can also be made into Dawnsap liquor. Sundust flowers are a powdery orange flower that is frequently steeped in hot water to make Sundust Tea. The black sour berries of the shadowbush are a good find when one is low on food in the late spring. The berries also make for a strongly flavored jam known as duskbutter and some elves ferment it into umbrine, a strong fruity wine.

The Evergreen Forest is home to many animals.  Hunters prize the soft warm furs from the red tailed marmot for both quality winter clothes and as expensive luxury furs.  The fanged moose is a large animal in the region that has prominent fangs it uses to fight off attackers and occasionally consume meat.

## Guardians

The woodland is protected by sacred guardians, the most famous being the Kipin.  Kipin is a strange mixture of an owl and bat, larger than a full grown man.  It’s ability to fly silently combined with it’s bat ears and owl eyes make it very unnerving when spotted by travelers.  The tribesmen have given it the title of the silent watcher.

## Locations

Shanta Sel Ivae is a Wood Elven village in the Evergreen Forest.  Home to around 200 Wood Elves, the village is centered around an elven shrine.  The tribe is known as the Ivae and is led by a Chief with the guidance of a shaman.

# History

The Evergreen Forest is home to a number of elven tribes.  These tribes have a number of conflicts and alliances between themselves.  Skirmish wars between the tribes have happened consistently among the years. The Evergreen Forest has been in conflict with the Valoren Kingdom.  The Shata Sel has recently opened relations with the Valoren Kingdom and welcomed Valoren travelers.

Among the Battlefields magical weapons, armor and items have been lost to the forest.  It is not unheard of for elven relics to be found scattered among the rocks of a river or dug up accidentally by a passing traveler.
Human

**RACE**
 Height
 Weight
 Speed
 Characteristic change(s)

Linguistically adept - Checks for learning/understanding unknown languages are easy

 Names

#### Physique:

Humans are the most variable species, varying widely across the Kalkoff cluster, though most on are similar as they are descendants of the United Aluxian Republic: Being of fair complexion, tall bodies in comparison to most other humanoids, and somewhat strong and wide-bodied. They are the most common across the Kalkoff cluster, and across the known universe as well. The adults are known to have 32 teeth, which are used in digestion and in their complex expressions. They are also known to be very good at reading the emotions of not only other humans, but other races; as well as understanding languages quickly.

#### History:

Humans are the longest recorded existing race, unknown where they originated from, little history left from the United Aluxian Republic since the Ascended secession and the millennia of the Tri-State War. Ancient legend has it that humans never came from Aluxia, nor were they created in this wing of the universe, nor did they come from another species; but they actually originated from the Black Abyss and wandered to a planet, creating Aluxia and modern history as it is known. The humans across the Kalkoff cluster are mostly the same, some genetic delineation and adaptations depending on the planets, but the most notable ethnicities being the Rhadari and Ketaloi, the two ethnic groups making up the Gelwaz-Bodyos Confederacy. Both being from highly oxygenated and high-gravity planets, causing them to be much physically larger than most other humans, but are otherwise physically the same. Most other planets have a blanketing ethnicity or ethnicities that are easily identifiable, but the cut-and-dry is that humans are humans with many shapes, sizes, and colors. However because of some human's extended excursions into the Black Abyss, interacting with things that come out of it, and even living near it, many have grossly mutated, becoming an entirely different race: The Homis-Mutinae, which is near-unanimously hated and persecuted by Humans.