recursal/Fanatic-Fandom huggingface dataset:
Core Civilians

The Confederate Core Worlds of Terra, Vision, Ran, and Xiabula, are as foreign to
one another as any of the other nations are to each other. Vision is an otherworldly paradise two light years from Terra. Ran is more of a moon than a
planet, in orbit of the massive Hydrogen Giant of the same name. Xiabula is a largely desert planet criss-crossed with canyons and jungles where monolithic
pyramidal cities are carved into the planet’s crust.

The one thing unifying these planets is their status as Forerunner Worlds; previously inhospitable rocks where Glys spent centuries building cities replete with every amenity that a civilization could want, from synthetic life support to Starship gantries. All the new-born Mexam people had to do was fly there from Terra in the first generation of starships and walk into cities built just for them.

Core Civilians tend to be overwhelmingly wealthy and utterly oblivious to the hardships of life ancient humanity once endured. They’ve never seen manual labour other than
tasks they have elected to take on, nor do they know disease, deformity, or death. Some of these people have been alive for 1000 years or more, trying to decode the Forerunner technologies involved in Slipstream Drives and Spotlights – a task which may take many millennia more to decipher. Most busy themselves
with endless art and entertainment, or trade resources as if it were a game to
beat their friends to being trillionaires.

Nearly every civilian owns a private home – there are enough mansion like estates to give one to every person alive in the Galaxy twice over, and enough servant androids to keep them maintained for millions of years. A scant few ever leave orbit. Those that do are usually traders or diplomats.

Despite this utopian surplus, the Articles of Confederation and Individualist Philosophy mean that vast numbers of people have abandoned the self-maintaining life support cities and in turn been willingly exiled to a re-enactment of ancient earth. They live as their ancestors did in anachronistic homesteads and tribal camps, some as primitive as the 10th century, others closer to the 21st.

The abject divide between the idyllic primitivism of colonies, and the mastery level technology of city life, has left an indelible mark on the classes of Core Civilian Socio-Economics.

There is no way to “go back” up the ladder. The CoreCiv elites are bound by law to ignore the tribes and colonists outside the city. Those who live outside the city walls look at them feeling like ants in a laboratory. Many view this as barbaric and unfair, while others see themselves as gods lording over their grateful subjects.
Amy Burley

"*I am an organic vegan and my carbon footprint is miniscule.*"
—Amy Burley to Jason Stackhouse[src]

**Amy Burley** is a character on HBO's *True Blood*. She débuts in the seventh episode of the first season. She is portrayed by starring cast member Lizzy Caplan.

## History

**This article or section needs more history!**You can help out the **True Death Wikia** by updating or adding to the history of this subject.

## References

1. ↑ "To Love Is to Bury", *True Blood*, HBO
Pesh Gai'lin

The Pesh Gai’lin are the radical opposite of the Mustani, so much so that some believe they were purposefully created as a reaction to their over-zealous aggression, making up for it with kindness. The Pesh Gai’lin adhere to a strict pacifist lifestyle of non-aggression, and believe in this idea so firmly that they avoid stepping on insects. If they happen to crush an art, they will bow down on their knees to apologize profusely to it with a small prayer before continuing on, often mourning the ant for days.

“Pesh,” as the ConFeds call them, are considered to be a pious group of people, seen travelling to other worlds chanting and praying on missionary excursions. Their bodies are often painted head to toe in a blue body paint that over time
saturates their skin so totally that it can never wash out. This marks them very visibly as Serin, being unable to hide among other races.

They are well known for their charity on stricken worlds, helping others where called upon, and attempting to invite outsiders to join their order – though never proselytizing or assuming their faith is in any way superior. Instead of coming across as morally superior, which to the Pesh is a cardinal sin, they are seen
prostrating themselves on the mercy of others and accepting judgement or punishment wherever it is levied – whether they deserve it or not.

It is almost unheard of that a Pesh Gai’lin follower be seen retaliating for an attack on their person. When stolen from they tend to give their possessions away and refuse to take them back, insisting they were a “gift,” and when praised for their charity instead give the praise back for being praised. They are overwhelmingly kind and gracious to the point that it is almost farcical, the other races having a hard time comprehending how the Pesh can be so sweet while their Mustani brothers can be so unwaveringly cruel. But that is the nature of their belief in the 5 Fold Path, specifically the part that says enlightenment is a matter of charisma and empathy, and “the Serenity at the heart of chaos is grace being chosen over anger, and kindness over vengeance.”

Blue, white, and silver tend to be the colours the Pesh adorn most, and they are known for
their spiritual teacher and patron goddess, “Gai’lin,” a female version of Anax with four arms, one amputated at the elbow – the absent arm representing the path of aggression. They also celebrate with green, orange, and pink incense dust, often splashing the streets in colour on every festival. The throwing away of red is seen as a symbol of abolishing aggression, and is never thrown onto
someone as it simulates bloodshed and cruelty; though washing it off is seen as a sign of redemption and forgiveness.
Battery

## Batteries

Batteries do not appear on the external hull, and remain protected in a BASIC module. They supply power wirelessly to the various ship systems. If a battery is damaged or destroyed, nearby ship systems will suffer and shut down.

There is a max level of energy they can supply at one time, and a max limit on how much charge they can carry. For this reason a ship is generally equipped with 2 or more batteries on strategic areas on the ship.
All upgrades change the casing of the battery, which is a large box bolted to the floor and ceiling.
There are Sm, Md, Lg, and XL versions.

## Stats

Small Battery: 18642 (Max Recharge at 128E/sec.)

Medium Battery: 37284 (Max Recharge at 512E/sec.)

Large Battery: 74568 (Max Recharge at 1024E/sec.)
XL Battery: 149136 (Max Recharge 2048/sec.)

## Upgrades

**Dual Transmitters** (adds an extra dish to the other side of the battery)

**Dual Capacitor** (splits the one compartment into two so one can remain functional if the other is damaged)

**Quad Capacito**r (splits the one compartment into four so one to three can remain operational if one is damaged)

**Carrying Capacity** Upgrades (1-100% storage volume at cost of 2-200% more M to rebuild & repair)

**Link** (places a battery parallel to the first and doubles their efficiency at a sacrifice of ship security and increased heat)

## Power Supply Chain

H1 in Cargo Hold -> Nuclear Furnace -> Transformer -> Battery -> Fuses -> Capacitors -> End Components
Reyshen

Known best for their bright white glowing tattoos, there are a very scant few members of this
order who are of low rank and discipline, almost as if the gap between
apprentice and master is a single boundless leap. Treated like angels by some
folk, the Reyshen are technically cyberneticly enhanced the same way an Aspect would be; only their physiological changes have been brought on by their own
mental conditioning and mastery of instinctual, unassisted biochemistry. These
Serin are bathed in white and light beige robes, even their irises a white
colour, though their skin is often a normal pigment.

Some Reyshen are known to be so mindful and understanding that merely standing in their presence imparts a sense of serene calm and focus. They are documented as having healing powers of touch, activating the Terran body’s own Nanites to restore grievous wounds by transferring Calorics from their bloodstream just through skin to skin contact.

They are
primarily non-violent scientists and intelligence gathering agents. The Reyshen, unlike the Pesh Gai’lin, are not pacifists. They will fight if challenged, but rarely if ever will one get caught in a situation where they have not already won, simply because they have extremely augmented senses that allow them to perceive and acknowledge threats long before they manifest to anyone else.

Due to their secrecy only a few of their temples are known, and they seem to only meet in groups once every hundred years. Individual Reyshen are created apparently by osmosis, as they are the only order who has documented evidence of their
adherents switching paths to join them and not losing any rank from their former adherence. They accept members of the Mustani Baijir and Pesh Gai’lin equally, and both of their tattoos are transformed from Red & Blue to White overnight, adopting the way almost as if by magic insight.

Reyshen are masters of disguise, able to blend into Confed & Peacekeeper crews seamlessly.
Lafayette Reynolds

**Lafayette Reynolds** is a character on HBO's *True Blood*. He débuts in the first episode of the first season. He is portrayed by starring cast member Nelsan Ellis.

## History

**This article or section needs more history!**You can help out the **True Death Wikia** by updating or adding to the history of this subject.

## Powers and Abilities

### Powers

* **Witchcraft:** While the nature of his abilities are not explicitly stated in the series, Lafayette is noted by many (Ruby Jean Reynolds and Jesus Velasquez) to have strong mystical power within himself. His great-great grandmother was a practitioner of magic and is assumed that Lafayette has a natural affinity for magic as he was seen to successfully cast spells with Jesus' circle. During late Season 3, Lafayette began to experience visions and images of people and things, which was believed by Jesus to have been his latent magical potential awakened by the vampire blood he and Lafayette consumed.
	+ **Shapeshifting:** While under possession, Marnie forced Jesus to transfer his magic as well as the demonic spirit of his family into Lafayette's body, killing Jesus in the process. Though Marnie has crossed over, Jesus's magic still surfaces when Lafayette becomes emotional.
* **Mediumship:** It was later revealed that Lafayette was a medium, allowing him to see and communicate with the spirits of the deceased. Due to this, Marnie possessed Lafayette. After this, Lafayette rarely uses his Mediumship ability. Sookie once asked him to call on her deceased father to ask him about Warlow. Lafayette assumed basic methods for contacting the other side and called forth Sookie's father. Sookie's father later possessed her in order to kill her to stop her from turning into a vampire.

### Abilities

* **Skilled hand-to-hand combat:** Like his cousin, he has a physical side and is a skilled hand-to-hand fighter. Because he is gay, people tend to underestimate Lafayette, but he has taken down human men.
* **Marksmanship:** He is also skill in some type of marksmanship, because he has a shotgun, but never used it. He met his match when he was tackled and beaten by Danielle the werewolf.

## Appearances

 **Appears**
 "Don't You Feel Me":

 **Appears**
 "Karma":
 **Appears**

## Trivia

### Behind the Scenes

* Anna Paquin, Stephen Moyer, Ryan Kwanten and Nelsan Ellis are the only actors to appear in every episode of the series. Scott Winant is the only director who worked on every season.
Cho Czi

## Brief

Cho’Czi likely had a short career. He was a Marine Major in command of the disorganized and haphazard Serin Pirates aboard the Scout Ship *Mel’kazje*, which was stripping and retrofitting the damaged *Concordia* at Amon'kor Prison. He beamed aboard the *Concordia* just as his ship was destroyed, ejecting the core and knocking the *Concordia*’s systems offline. He confronted the player in the Engine Compartment, where he can be killed, or negotiated with. He is the first character the player can talk to in Serin.

Cho’Czi was Sai'Czi Tzen's brother, and an accomplice in the attempted escape of convicted war criminal Kazack Shel.
Sarah Newlin

"*Ye though I walk through the valley of the shadow of death I will fear no evil. For thou art with me, thy rod and thy staff, they comfort me. Thou anointest my head with oil, my cup runneth over. Surely goodness and mercy shall follow me all the days of my life and I will dwell in the house of the Lord forever... DIE FUCKERS!!!"*"
—Sarah Newlin[src]

**Sarah Newlin** *(née Crabtree)*, alias **Noomi** and formerly known as Princess of Peace, is a character on HBO's *True Blood*. She débuts in the first episode of the second season. She is portrayed by starring cast member Anna Camp.

## History

**This article or section needs more history!**You can help out the **True Death Wikia** by updating or adding to the history of this subject.

## Powers and Abilities

### Powers

* **Cure for Hepatitis V:** After creating the Hepatitis V virus, Sarah Newlin swallowed the only cure of the virus. After consuming the cure, her blood became the cure, so that whenever a sick Vampire with Hepatitis V drank from her, they would be cured fully.

## Appearances

 *Absent*
 "Don't You Feel Me":

 *Absent*
 "Karma":
 **Appears**

## Trivia

### Character Notes

* Her maiden name was **Sarah Crabtree**.
* Despite loathing being referred to as "Steve Newlin's ex-wife", Sarah continues to use Newlin as her surname.
Sai Czi Tzen

## Brief

Sai was likely sent on his first mission as a Pirate Commander, conscripted to do backtracking work for the Empire and search the wreckage of the Peacekeeper’s attack on Aman’kor. His Serin Zakim Corvette *Shizaku-V* headed for the *Concordia* the moment they detected the residual radiation from the *Mel’kazje*’s destruction.

Sai'Czi is no friend of war, and has a more Charismatic outlook on life, something a player with decent Perception can gauge quickly. He was ordered to search the wreckage for the brain of Kazack Shel. The player can trade his brother for their lives if they also spared Cho Czi, or they can fight him to the death if they did not.
Season Three

**Season Three** is the third season of HBO's *True Blood*.

Season Three premiered on June 13, 2010 with "Bad Blood", and ended with "Evil Is Going On" on September 12, 2010.

## Synopsis

Season three loosely follows the plot of the third novel of The Southern Vampire Mysteries, Club Dead, and introduces werewolves to the show's mythology. It also introduces the characters of Russell Edgington, the Vampire King of Mississippi, and his private investigator, Franklin Mott. In addition, some characters from the fourth novel Dead to the World are introduced: Crystal Norris as Jason's love interest, her family of werepanthers from Hotshot, and Sookie's "faerie godmother", Claudine. Sookie's heritage as part faerie is also revealed later in the season, a major plot element from the eighth and ninth novels From Dead to Worse and Dead and Gone. This season ends with Jason left to take care of Hotshot, Tara leaving Bon Temps, Bill fighting the queen, Sam shooting Tommy, and Hoyt and Jessica moving in together. The final cliffhanger involves Claudine taking Sookie away to the land of Faerie.

## Cast

### Returning Cast Members

#### Starring

* Stephen Moyer as Bill Compton
* Sam Trammell as Sam Merlotte
* Ryan Kwanten as Jason Stackhouse
* Rutina Wesley as Tara Thornton
* Chris Bauer as Andy Bellefleur
* Nelsan Ellis as Lafayette Reynolds
* Todd Lowe as Terry Bellefleur
* Carrie Preston as Arlene Fowler Bellefleur
* Alexander Skarsgård as Eric Northman
* Deborah Ann Woll as Jessica Hamby
* Kristin Bauer van Straten as Pam Swynford De Beaufort
* Mariana Klaveno as Lorena Krasiki
* William Sanderson as Bud Dearborne

#### Guest Starring

* Evan Rachel Wood as Sophie-Anne
* Tara Buck as Ginger
* Lindsey Haun as Hadley Stackhouse
* Željko Ivanek as The Magister
* Adina Porter as Lettie Mae Daniels
* John Rezig as Kevin Ellis
* Michael Raymond-James as Drew Marshall
* Michael McMillian as Steve Newlin
* Dale Raoul as Maxine Fortenberry
* John Billingsley as Mike Spencer
* John Prosky as David Finch

### New Cast Members

#### Starring

* Marshall Allman as Tommy Mickens
* Kevin Alejandro as Jesus Velasquez
* Denis O'Hare as Russell Edgington
* Lindsay Pulsipher as Crystal Norris

#### Guest Starring

* Theo Alexander as Talbot
* Grant Bowler as Cooter
* James Frain as Franklin Mott
* J. Smith-Cameron as Melinda Mickens
* Melissa Rauch as Summer
* Gregory Sporleder as Calvin Norris
* Tanya Wright as Kenya Jones
* Natasha Alam as Yvetta
* Don Swayze as Gus
* James Harvey Ward as Felton Norris
* Brit Morgan as Debbie Pelt
* Lauren Bowles as Holly Cleary
* Grey Damon as Kitch Maynard
* Lara Pulver as Claudine Crane
* Alfre Woodard as Ruby Jean Reynolds
* Carlson Young as Tammy
* John Burke as Jerry McCafferty
* Gregg Daniel as Reverend Daniels
* Max Charles as Hunter Savoy
Lantus Rejivik ("Reject")

In the rare
case that a Lantus suffers a genetic mutation their genes are simply rewritten.
If they can’t be altered they are “discarded,” to one of the terrestrial biomes
to live a life divorced from high technology. Children born to parents outside
the Botanical Wombs have a 50% chance of suffering “grotesque” mutations,
simply meaning they don’t meet the approval of the Regent’s beauty standards.
These children, sometimes legitimately physically handicapped, are forever
banished.

A Lantus child
born to a Gene-Weaver must nurse from a female Jetsetti whose lactation has
been activated by the Mother Flower in a bonding ritual. Through this act, the
surrogate Jetsetti mother raises her adopted child as well as granting them the
ecology that all Lantus uniquely develop. The child will receive grafts from
its mother’s biome, take nourishment and memories from her milk, and eventually
learn from her trade and way of life through those inherited skills.

Rejected
Lantus infants don’t share this rite, not unless they are illegally hidden and
taken care of without oversight. Rejects are instead sent to what are
functionally the leper colonies of the Lantus, where terrestrially locked
offspring are dropped off unceremoniously by spotlight in some remote jungle.
If they are lucky a Warden will find them and reshape their genes – for the
rest, they are doomed to be raised by their fellow raucous orphans and whatever
denizens inhabit the garden worlds of the Lantus. More often than not those
surrogate parents are Pirates or radicalized Lantus garden cults.

The other
races have a hard time believing that there is such a thing as an “imperfect”
Lantus. The face they put forward is universally flawless, disturbingly so. But
about 1 in 1000 Lantus born are nonetheless Rejected, resulting in millions of
people divorced from Lantus culture and technology. These people have Lantus
facial features but none of the genetic modifications that begin at birth. They
never transition from Brea to Jetsetti, never grow an exoskeleton, nor have
their bodies grafted with plant life. To all outer appearances they are just
another human – maybe a peculiarly blonde and pale Mexam, or a particularly
flush Torlan. The only thing that betrays their Lantus origin are eyes with faint
pupils ring by rather large and offputtingly colourful iris made of greens,
reds, blues, or yellows.

Because
Rejects are often dropped off on untamed, unpopulated worlds, they share the
same disadvantages as any Frontier people. Social isolation, language barriers,
a lack of technological advancement – it doesn’t help that a Reject can’t access
Lantus ship technology, as their bodies are ill equipped to interface with
terminals directly. Like a Confederate, they’ll need extensive and painful
modifications to use ship tech. Worse – it’s possible their bodies carry lethal
pathogenic plant-life called a Sparsum Vine. This parasite plant bores into the
bloodstream, tapping Calorics, slowly killing the host.
Main Factions

## The Big 4

Each of the various Main 4 Factions contain at least 5 sub-cultures and offshoots that are loyal to their nation, but may not always share the same values, characteristics, or goals.

#### The Serin Empire

* Mustani Baijir
* Pesh Gai'lin
* Reyshen
* Tzishen
* I'jing

#### The Mexam Confederation

* Frontiersmen
* Spacers
* Military Personnel
* Core Civilians
* Tribal Civilians

#### The Lantus Arboureum

* Brea
* Jetseti
* Warden
* Reject
* Raythlish Cultist

#### The Torlan Alliance

* House Shikumi
* House Parlini
* House Karnikati
* House Champeign
* Unincorporated Citizen

## Multinational Governments

#### The Anactora Peacekeepers Corps

* Peacekeeper Military Fleet
* Peacekeeper Civilian Guardian Corps
* Peacekeeper Economic Development Corps
* Peacekeeper Humanitarian Aid Corps

## Independent States

#### The Marsk Estates

* House Marsk
* Marsk Civilians

#### The Garden Stars of Vehhym Brea

* Free Lantus
* Warden Guard
* Lancers of Vehhym
Capacitors

Certain systems require a functional Capacitor to operate, such as the Drive-Rails, DEW Beams, MAC Canons, and Haylaeron Ring. These serve as the charge storage so they can rapidly discharge their load and perform some action requiring a substantial amount of electron flow.
When a module takes damage the Fuses blow before the Capacitors do. This prevents a subsystem from being destroyed totally in event of a direct hit. Fuses can be replaced by hand by the crew, where a capacitor would require a Repair Drone and extensive work.

Capacitors come in Sm, Md, Lg, and XL sizes, and fit to that accompanying size slot in each room.

Some rooms can accept multiple capacitors, but start with only one and produce 2x the heat for every one installed while in use. They can be created by a Fabricator of equivalent size and rapidly installed, as every Capacitor slot comes fixed to a Matter-Stream Portal for rapid and convenient installation.

Upgrades can decrease the heat output at the cost of more resources to build, and add a number of fins or glowing doodads to the mesh. New Capacitor designs can be improvised by Engineers, captured from enemy ships, or bought from traders.

## Stats

A Standard Small Capacitor can handle between 2080E and 3952E when Taxed out by Upgrades (max recharge at 128E/sec.)

Small Capacitor: 2080 – 3952E

Medium Capacitor: 4160 – 7904E

Large Capacitor: 8320 – 15808E
XL Capacitor: 16640 – 31616E
Alis Chavez

## Brief

Alis was a Peacekeeper Weapons Officer aboard the fated Corvette *Norastar* during the Invasion of Aman'kor, sent to retrieve the legendary Serin war criminal Khazak Shel. Alis was rescued by the *Concordia* and assisted the player in bringing Shel to justice.

Alis joined the Anactora Peacekeepers because she had nowhere else to go. Unlike the other races, the Mexam feel no need to govern individual worlds and thus they live in varying states of poverty or wealth.

She grew up on Pix’jang-yon, a former Serin fringe world where civilization collapsed after the 2980NE War of Morning Grace, where the Serin and Confed waged a blood soaked conflict for control of the Pix’Ban System. This left her homeworld in a condition where piracy and anarchy reign on the surface of several habitable moons, civilians using salvaged ships as both homes and transportation.

She left to escape a life of crime and destitution, sending money back to Pix to support her family. She was the youngest Officer in Peacekeeper history at just 18, being promoted from recruit after the *Concordia* rescue.
FABRICATOR Module

## Fabricators

Fabricators are fully automated chemical and mechanical engineering platforms capable of printing highly sophisticated parts and rapidly assembling them.

They begin by injecting a stream of Protons, Neutrons, and Electrons into Molecular Clouds controlled by sophisticated Nano-mirror Drones, which then carve sophisticated shapes on a manufacturing tray using Nanolathe Lasers. The lasers crystallize molecules at the point of contact while simultaneously conducting away heat along a second parallel beam.

This process can manufacture nearly any inorganic item in a remarkably short period of time. The only drawbacks are the incredible energy requirements, the sophisticated infrastructure, and heat generation of the process. Also, the radiation emitted from the molecular cloud is enough to cook an adult Terran alive in the blink of an eye.

To combat the extreme temperatures and radiation of the manufacturing process, Fabricators are encased in solid walls of lead and fine nanoscale meshes to trap ionizing radiation. Heatsinks pump the room with coolant and push it out into space constantly. Finally, constructed products made by the Fabricators are carried out by a Matter-Stream once cooled, allowing any residual radiation to be filtered out of the completed object by the Portal Buffer.

This invisible process looks like magic, and is all the more mysterious since only the Engineers seem to fully comprehend it. You hand them a Blueprint, hook them up to a crate of resources and supply them energy, and there you go: a brand new whatever appears along with a burst of heat.

Fabricators require Time, Energy, Matter, a Nuclear Furnace, and produce Heat per second. The time and matter required is equal to the complexity of the Blueprint.

Building ship systems and items in done at the ENGINEERING TERMINAL in the Fabricator Module.

## Fabricator Stats

Sm Fabricator
Hull Module has 100,000 Hit Points, Damage Threshold: 200. Heat: 12k

Md Fabricator
Hull Module has 200,000 Hit Points, Damage Threshold: 400. Heat: 24k

Sm Fabricator
Hull Module has 400,000 Hit Points, Damage Threshold: 800. Heat: 48k

XL Fabricator
Hull Module has 800,000 Hit Points, Damage Threshold: 1600. Heat: 96k

**Sm Fabricators** can produce small items: Personal Weapons, Grenades, Armour, Fuses, and other such portable stuff. They can produce Sm Ship Components, such as smMECSIS Crates, smMissiles, smDrones, smMAC ammo, FLAK ammo, sm Batteries, and sm Capacitors.

**Md Fabricators** can produce Assault Armour, Assault Weapons, Assault Ordinance, and even Ship sm Sensors, smFLAK canons, smMAC Canons, smDEWs, smSensors, and other sm systems. They also produce mdMECSIS Crates, mdMissiles, mdDrones, mdMACammo, and md Capacitors.

**Lg Fabricators** can produce their Lg Class Components, plus smBASIC, smHEAT, and smTURRET Modules. They can build lgDrones, lgMissiles, mdFLAK canons, mdMAC Canons, mdDEWs, mdSensors, and other md systems.

**XL Fabricators** can produce their XL Class Components, plus mdBASIC, md HEAT, and mdTURRET Modules. They can build XLgDrones, XLMissiles, mdFLAK canons, lgMAC Canons, lgDEWs, lgSensors, and other lg systems.
Jessica Hamby

**Jessica Hamby**, commonly known as **Jess**, is a character on HBO's *True Blood*. She débuts in the tenth episode of the first season. She is portrayed by starring cast member Deborah Ann Woll.

## History

**This article or section needs more history!**You can help out the **True Death Wikia** by updating or adding to the history of this subject.

## Powers and Abilities

### Powers

* **Vampire Physiology:** Jessica has all the powers of a vampire, including superhuman strength, speed, senses, immortality and healing. Bill teaches her the common vampire ability to glamour humans, and she seems to have a naturally heightened talent for it, as Bill finds it difficult to override her glamour of Leon. She overpowers her father, a man much larger than her, and eviscerates a werewolf. Due to her age, she is weaker than her superiors. Her weaknesses include a stake to the heart, silver, UV or sun light and fire.
	+ **Glamouring:** She also recently demonstrated that she can glamour as many as two people simultaneously, something Eric (an Elder) did not or could not do when dealing with multiple Soldiers of the Sun.

### Former Powers

* **Daywalking:** After drinking the blood of her maker Bill, she gained the ability to Daywalk. With Warlow's death she lost that ability.

## Appearances

 **Appears**
 "Don't You Feel Me":

 **Appears**
 "Karma":
 **Appears**

## References

1. ↑ "I Don't Wanna Know", *True Blood*, HBO
2. ↑ "Life Matters", *True Blood*, HBO
Observatory

## Velas Nebula

On it's 225 Million Year journey around the centre of the milky way, The Sol System eventually drifted into a rich star forming nebula called Velas, named after the hotly burning stars orbiting a black hole of the same name. The super nova that sculpted the nebula has long since faded from memory, though its death created a massive cavitation in the already existent clouds of gas in the region.

Velas is home to 11,000 stars, many of which are newborn, many just hundreds of millions of years old.

The stars in Velas were extensively explored by the Forerunners during The Long Dark, and subsequently seeded with Xeriscaping Platforms to make the myriad worlds habitable in the Forerunner Era. The suns within Velas are also called the "Known Stars," as they are almost universally tagged with Stellar Anchors. Those outside Velas are assumed to be "Wild" and untouched by humanity or the Forerunners.

Several massive clouds of hydrogen, sulfur, and helium divide Velas into canyons and mountain ranges, with a floor and roof created by the hot stream of protons and radiation streaming from Velas'kor, the white giant orbiting Velas'seer. A "ring" of debris circles Velas'kor from supernova remnants that long ago pushed the main cavity of the nebula into being, signalling the end of star formation in the region some hundred million years ago. The Nebula regions are home to several clusters of stars, each home to a Core World and many Fringe Worlds.

## The Seven Suns

Starting with Sol, a serendipitous line of stars are all passing within 1-3 light years of one another, making for an easy access corridor known as the "Seven Suns." Nearly 40% of all New Terrans live on a world orbiting these stars, the rest being scattered across Velas.

## Forerunner Worlds

The Core Worlds are part of a network of stars originally seeded with life millions of years ago by the Forerunners, intended to be far enough apart to prevent conflict or stellar events from ever wiping out a large potion of the resurrected human species. Each star contains up to a dozen habitable planets and moons hosting thousands or even billions of people.

## Frontier Worlds

Often barren and inhospitable, Frontier Worlds are often still in the mid to late stages of Xeriscape development. They are generally very dry, with a moderately difficult to extreme climate. Often sparely populated, these planets and moons orbit stars all across Velas, usually only inhabited by the very brave or very desperate.
Tribal Civilians

When
technology has become so vastly complex as to appear indistinguishable from
magic, it becomes increasingly difficult to convince those who depend on that
technology to investigate it closely. Just like few people really knew how cell
phones worked in the 21st Century, “they just work,” showing a
ConFed Tribal a Spotlight or MECSIS Satchel would be like trying to explain the
internet to a cave man.

Coincidentally,
when CoreCivs and Tribals meet, the experience is similar to time travel.

Though they
live on the same planet just a few kilometres below the canopy, Mexam Tribals
are human beings with virtually no genetic modifications from their ancient Earthly
ancestors. Aside from dormant nanites encoded to rapidly update their physiology
on contact with microgravity, these people are born to a world where their eyes
only see visible light, their minds can only process a single thought stream at
a time, and their will doesn’t extend past their fingertips.

Their
ancestors were part of the first generation of people born of Glys on Terra.
When asked whether they wanted to leave behind the metropolis and live an
agrarian life with no starting tools or knowledge, or if they wanted to ascend
the ivory towers and live as titans near the gods, they chose to leave. The
CoreCivs flew to the sky while the Tribals took the low road.

They found a
world virtually identical to Ancient Earth, and the doors behind them shut
tight. From that day on, the world above became a mystery accepted as divine.

3000 years
later the Tribes have been transplanted to nearly every world the ConFeds land
on. They’re as ubiquitous as synthetic wildlife. Under the rare conditions
where ConFeds meet their terrestrial kin there are harsh penalties for
interfering with their way of life. The Articles of Confederation forbid the
two from meeting until such time as the Tribes have reached a level of
advancement equal to the rest of the galaxy, alone. A few CoreCivs have
descended to live among them, acting much akin to wizards in medieval times but
just as divorced from life above as their peers.

On Vision and
Terra especially the tribes have achieved space flight and the internet, living
a life roughly equivalent to the 21st century after racking up a
historical record as long as that of Ancient Rome to the modern world - all
spent apart from external intervention. On Xiabula and Ran these tribes have
advanced to a level just shy of the Bronze Age; most still living in Neolithic
times. To live in space a tribal must undergo agonizing physical
transformations; some they will only survive under rare cases, and if they are
lifted to space it’s likely been through piracy or another race’s illegal
poaching & liberation.
BASIC Module

Basic Modules are the meat of the vessel, and can contain hallways, rooms, and corridors of any type. They may also be full of empty space, used to add armour and increase the ship’s vitals and interior spaces for defence purposes. Basic modules may contain internal structures that do not appear on the external hull, like Sm & Md Batteries, Crew Quarters, the Armoury, Gallery, and Trophy Room.

BASIC Module upgrades include Reinforced Hull (Adds an extra chunk to the mesh) and Ablative Skin (adds a different texture to the mesh.)

Reinforced Hulls add a chunk of nearly solid high density materials with a very low weight full of Rapid Sealant Foam layers. Every time the hull is breached, these thick plates seal the damage instantly and restore 20% health over 30 seconds, helping reject incoming Marine Spotlights. Adds +10% health, costs 10% more to build and repair.

Ablative Hull adds a set of vaporizing sheets of mirror finished heat-absorbing dust to the hull. When struck by a DEW or Plasma, this ablative material bursts off the surface as a gas and blocks the successive shots from reaching the hull. This cuts heat damage down by 90%, and can be repeated up to 5 times. Costs 5% more to build and repair.

There are Sm, Md, Lg, and XL versions:

Sm: 8 x 10m

Md: 16 x10m

Lg: 16 x 16m

XL: 24 x 26m

## **BASIC Module Stats**

Sm BASIC Hull Module has 100,000 Hit Points, Damage Threshold: 200. Heat: 12k.

Md BASIC Hull
Module has 200,000 Hit Points, Damage Threshold 400. Heat: 24K.

Lg BASIC Hull
Module has 400,000 Hit Points, Damage Threshold 800. Heat: 48K.

XL BASIC Hull
module has 800,000 Hit points, Damage Threshold 1600. Heat: 96K.

## **BASIC Module Upgrades**

1. **Upgrade: Thermoplast Coating: Heat Resist + 18k to 48k**

* Slot1+18K – Cost: 160M
* Slot2 +24K – Cost: 320M
* Slot3 +32K – Cost: 640M
* Slot4 +48K – Cost: 1280M

1. **Upgrade: Stratified Hull: Damage Resistance +200-1,600**

* Slot1 +200 – Cost 1,600M – 200 Heat Resist
* Slot2 +400 – Cost 3200M – 400 Heat Resist
* Slot3 +800 – 6400M – 800 Heat Resist
* Slot4 +1800 – 12800M – 1600 Heat Resist

1. **Upgrade: Ablative Hull: Damage Reduction: 10-40%**

* Slot1 +200 – Cost 1,600M – 10% Damage Reduction

* Slot2 +400 – Cost 3200M – 20% Damage Reduction
* Slot3 +800 – 6400M – 30% Damage Reduction
* Slot4 +1800 – 12800M – 40% Damage Reduction

Each Capacitor Slot wastes space somewhere on the ship, and applies these changes to all modules aboard universally.
House Shikumi

Torlan history is wrought with Civil-War. The extinction of their ancestors after the Star Harrier *Lyssis*shipwreck left behind the Allied Houses known as The Shikumi, The Champaign, and The Parlini; each corresponding to specific social strata. There are other houses, such as The Karnikatai, along with untold thousands of families in the Unaffiliated Civilian population. The marriages between these houses and their politics shape Torlan life inexorably.

 House Shikumi is the Military arm of that social makeup.

 In Torlan culture your house defines as much about you as your career does, and that career is usually tied to your house’s politics. Your goal from birth is to help your house either advance through the ranks on your personal merits, or to help maintain and further establish the house of other worlds.

 Among the Shikumi your surname comes first, your personal name last. This tradition began with the Shikumi progenitor, a man named Shikumi Ling, who led the combined navy of the Torlan Alliance against Anax in the Reunion War. Anax sought to exterminate the Torlan when he discovered they alone had survived the shipwreck in Atraxia, and their genetics would erase the Serin genes in any partner they reproduced with – gradually breeding the Serin into extinction. Ling defended Torlan with his life, even when he was finally defeated and captured.

Rather than be sterilized and carted off to a concentration camp, Ling chose to kill himself in a dignified manner, thrusting one arm towards Torlan and the other driving a blade into his own heart. This has become the Torlan Alliance military salute ever since; one hand cast downward towards home, the other in a fist over the heart.

 At least, that is how the myth goes. In reality Ling died flying his ship into Anax’s flagship.

 Either way, the Shikumi house and their solid porcelain-white skin represents the warfare arm of the Alliance. Their children are raised to believe in personal discipline and martial arts from infancy. They are known for their extreme patience, endurance, and a sense of detached awareness. They don’t speak often, preferring to communicate precisely. They rarely take time for pleasure, and are almost as known for their standoffish demeanour as their skills with a weapon. The few who are not soldiers or generals are often esteemed artists and dancers.
Confederate Navy Personnel

More Military
than Civilian, “CNPs” as they call themselves are highly adept Soldiers,
Engineers and Marines. Often times enlisted as teenagers, CNPs grew up either
on the Frontier, a Trade Fleet, Habitation Station, or were born into a
military cadre aboard a warship. Cadets are selected for their aptitude in
personal combat and their ability to take raw Calorics of E5 or above to power
their suit’s alternative weapons and utilities.

Those few born
into a Cadre were likely conceived by their mother and father during an
extended duration mission. Birth control is elective among Confederation
personnel, and fertilized zygotes conceived on tour will simply be deactivated
and suspended in the womb until the mother can safely be discharged to gestate
and raise her child for a set period before returning to duty. Their offspring
will often be raised on a Confederate Navy Outpost, many of whom become orphans
as their parents die in combat or accidents in the decades they serve.  Most children join the military simply because
their options are limited and they know nothing else.

CNPs tend to
range from 25 to 50 years of age, after which they have likely graduated to
Officer and left the CNP ranks. Though in real terms, many years can pass on a
tour, as ships accelerate across systems the inner decks are “frozen” in
Acceleration Coma until dropping out to coast, fight, or enter orbit. As ships
Slipstream across the galaxy they may spend decades out of range and far from
home. By the time a terrestrially born CNP returns, nothing is ever really
quite the same. Even the culture they were born into has faded out of style, leaving
them feeling personally and emotionally isolated, having more in common with
their fellow crew than their own family. Some never leave service at all.

CNP culture is
harsh, regimented, and precise. They have no concept of what a “day” or “night”
is anymore, if they ever did, and will often work for 30-60 hours before going
to sleep for 5 and returning to duty after another 2 hours free. The tedium of
space travel leaves a lot of time for learning new skills, but more often than
not a CNP is more invested in sports or training, going obsessively over team
strategy and battle plans until the overall mission objectives have become
second nature.

There are 6
ranks in the CNP hierarchy, the first being Cadet (called Wets by their mates,)
lasting their first 6 months aboard ship, Private (called Rocks) who may last
as many as ten years until they distinguish their career stats, Technician rank
I (called Techs) for Engineering crew, Technician Rank II (called Wizards) for
tech elites, Marine Rank I (called Braves) for combat crew, and Marine Rank II
(called Chiefs) for combat officers. Above R7 is where Bridge Officers and
Administrative Officers begin.
Tzishen

Often mistaken for a **Pesh Gai’lin** at first glance, the Tzishen are deeply stained a dark blue or blood red colour, with intense orange, blue, or red scarification tattoos. Mistaking a Tzishen for a Pesh is a serious
mistake, as the Tzishen are often modified at birth to grow a second set of fully functional arms from their shoulders in appreciation of the arms of Anax. The fact that Gai’lin, herself an ancient Tzishen, cut off one of her own arms as a sacrifice to abandon a battle campaign and deny Anax’s rule, makes her a
pariah among Tzishen, and they don’t like being equated with a traitor to
their cause.

Tzishen are highly adept at using their third and fourth arms, trained in martial arts from an early age to wield a curving sabre in each hand. While the swords are for purely athletic and aesthetic purposes, they are none the less deadly with them. The Tzishen scars are injected with bioluminescent organisms that glow as they become physically active, burning as they release stored **Calorics**.

Of the Serin, the Tzishen are the most likely to be found drinking and eating, as it is their way to gorge on extremely hot spicy foods and stiff alcohol, then express
their power by not letting the excessive pleasure dull their self-control. They don’t avoid temptation; they stare it in the eye and step back from the edge of losing discipline. “It is immature to avoid it,” they say, “it is mastery to have pleasure and not lose yourself to it. Partake in the bliss, but do not lose sight of faith and discipline.”

Unlike the Pesh, the Tzishen are not strict pacifists. They pursue
combat not for the victory that Mustani so crave, but for the hardship and test of endurance. It is rare that a Tzishen will intentionally kill an opponent, or even hurt them on purpose, but they will apply wild pressure in the hopes that doing so will further their sparing partner’s appreciation for Serenity in Conflict, a gesture they perceive of as an act of kindness and respect. They wouldn’t want to misconstrue their gentleness for calling you weak, after all. The Tzishen may place themselves on a pedestal, but you can be just as great as they are if you dedicate yourself to the path. They are very inclusive of
willing newcomers.

They will often carry a bright smile on their faces when sparring, as to them joy is found in the intensity of
the moment, riding a wave of euphoria despite pain and exertion, their minds becoming clear so they can see the light of the infinite under such harsh conditions. Their belief that suffering is freeing allows them to overcome
unimaginable hardships day after day and still maintain a delightful outlook despite it. They sing loud, bold, and aren’t afraid to cry or laugh in public.
Andy Bellefleur

## Andrew Bellefleur

Sheriff **Andrew Bellefleur**, commonly known as **Andy**, is a character on HBO's *True Blood*. He débuts in the first episode of the first season. He is portrayed by starring cast member Chris Bauer.

## History

**This article or section needs more history!**You can help out the **True Death Wikia** by updating or adding to the history of this subject.

## Appearances

 **Appears**
 "Don't You Feel Me":

 **Appears**
 "Karma":
 **Appears**
House Karnikati

Every civilization needs a group that does the heavy lifting, and the Karnikati are
the heavy hitters in the Torlan Alliance. They are entrenched in every sector
of Torlan trade life, in every store and every mining operation. They are so populous that they outnumber the other houses 9 to 1! And the rest of the Galaxy, while aware that the Torlan represent many backgrounds, are so exposed to Karnikati products that they think of them as *the* deliverers of H1 and Metals. On some Frontier Worlds the word “Karnikati” is used interchangeably with “wealth” as if they are the only suppliers in the galaxy.

The Karnikati are a profoundly diversified group of mining & fabrication managers whose sole purpose is to strip mine star systems of their valuable minerals and
put them in orbit of strategic worlds. Atraxia, which once had a cloud of asteroids and comets 3 solar system circumferences wide, but after centuries that was melted down to a barren void where every scrap of material orbits Torlan in vast moon-sized warehouses. The warehouse moons are so massive that they have begun to influence the tides on the planet below, and Starship gantries orbit them so numerous they can be seen as a ring visible from the
ground with the naked eye. The night sky glitters with Nano-lathe production
lights.

There is a Karnikati trade station or outpost in virtually every habitable star system. They’re everywhere, often selling the standard issue Torlan gear to Peacekeepers and foreign traders.

It’s a Karnikati fleet responsible for the extraction of X-Matter from the Neutron star called “Basilisk” in the Torlan Alliance. The costs of maintaining that operation are obscene, subsidized by the Shikumi and Parlini, both of whom rely on the Karnikati for producing new Drive Rails.

The only thing the Karnikati can’t fabricate is political will or military protection,
as they are practically barred from such matters by law. They are utterly dependant on The Parlini and Shikumi houses for their defence and diplomacy. Karnikati children are raised to know this, and respect the other houses deeply so as not to offend them. Costly incidents are not tolerated. Nor are marriages with the Parlini an option for their children. The heads of households take their independence deadly seriously.

By appearance the Karnikati range from mid-tone grey to solid black. Their hair is sometimes white, and their eyes range from blue, green, all the way to yellow and amber, glowing brightly against their comparatively dark skin. To the Torlan, solid white or black skin is considered the height of beauty. To better contrast their darker skin, the Karnikati use gold or silver body paint and jewellery for ornamentation.
Shadow Star Wikia

## What is Shadow Star?

**Shadow Star** is a Science Fiction Role Playing Game that casts you as the **Commander** aboard a **starship** exploring the galaxy during an interstellar war between four great empires. Played in a 1st person perspective, **Shadow Star** focuses on **rich character interaction**, emergent gameplay, the **ship's engineering**, and **narrative quests** as seen from the decks of your vessel. The game allows the player to build their own fleets, manage officers and crews, and explore **star systems** full of NPCs.

Shadow Star is currently in Pre-Production awaiting funding.

## Shadow Star Lore

* Factions
* Time-line
* Characters
* Technology
* Starships
* Observatory

## Gameplay

* PENTA System
* Careers
* Officers
* Crew
* Ship Navigation
* Galaxy Map Navigation
* Dialogue
* Plotline