recursal/Fanatic-Fandom huggingface dataset:
Disruptor

**Disruptor** is a type of grenade.

## Description

Upon detonation, this grenade disrupts all brainwave activity within its radius for a short time. Anyone caught within it will have trouble focusing and will be less effective in combat.

## Details

* AP Cost: 3
* Range: 12
* Radius: 2
* Target suffers Panic: Psi damage 3, applies Panic status effect - Reduces AP by 10, Reaction and Evasion by 50. Does 5 Psi damage per turn. Effect lasts 3 turns and can be mitigated with Neural Resistance.
* Value: 600

## Locations

* If you sided with Jonas, you can gain one Disruptor for free during Ace Up Your Sleeve quest
* If you sided with Jonas, Cole will sell two Disruptors after you complete Ace Up Your Sleeve quest
* Red Beard carries one during All In (Jonas) quest
* Samuel carries one (he can be killed if you side with Braxton)
* Doorman in The Promised Land carries one (he can be killed if you side with Braxton)
* One in Mission Control, Security Quarters, inside a locked storage in the high-security vault (Electronics:[6] required)
* Trader (The Factory) sells one
* One inside a security locker in The Black Hand Fortress in The Factory (Lockpick:[5] required)
* Mutant Trader (Habitat Train Station) sells one
* Redd in The Heart sells two
* Two can be found in a storage in Mission Control after defeating Ol' Bub
* Azrael carries one
* In Maintenance Deck, Tunnels, If you side with the Monks when escorting the machine, Eli will sell one
Spy

**Spy** is an unnamed agent of the Brotherhood of Liberty who was in contact with late Commander Matheson.

## Feats

* Pistolero
* Artful Dodger
* Critical Thinker
* Gunfighter

## Gear

Spy Enforcer Helmet (Visor), Infiltrator Armor, Infiltrator Jacket, Tactical Armguards, Enforcer Leg Armor and uses Hauser 67 pistol in combat and Combat Knife as a back-up weapon. He also carries one Pulse Grenade and uses Cloaking Field gadget.
Shotguns

**Shotguns** includes multi-barrel shotguns, pump-action shotguns, lever-action shotguns, double-barrel shotguns, automatic shotguns and energy shotguns; All shotguns can fire at point-blank range, so you can use all aimed attacks in melee range.

## Multi-barrel shotguns

Also includes pump-action and lever-action shotguns.

## Double-barrel shotguns

All Double-Barrel Shotguns have access to Double Shot special attack.

## Automatic shotguns

Automatic Shotguns have access to Short Burst special attack.

## Energy shotguns

Energy Shotguns are unique shotguns that use Cells instead of regular shells as ammo. All Energy Shotguns have access to Double Shot special attack.
Rapid Response (Chip)

**Rapid Response (Chip)** is a type of module used to upgrade Motor Cortex implant.

## Description

This handy piece of military surplus kit will upgrade your sluggish and dimwitted retail security guard into a trigger-happy killer. At the first sign of trouble, Rapid Response sends a reaction impulse directly to the motor cortex, bypassing the clumsy and unreliable decision-making process.

## Locations

* Can be extracted with Biotech:[9] from a body in the security station in Mission Control level 7

## Details

* Effect: +6 Initiative
* Value: 300 credits
Troublemakers

**Troublemakers** is a quest in Church of the Elect.

## Rewards

* 90 Encounter XP and +1 Church of the Elect Reputation if you convinced the troublemakers
* 60 Quest XP on return to Enoch

## Quick Walkthrough

1. Talk to Enoch
2. Talk to the Troublemakers
3. Return to Enoch

## Detailed Walkthrough

1. Talk to Enoch
2. Talk to the Troublemakers
	* "No stranger to drills"
		+ Persuasion:[5] or Streetwise:[5]
			- Impersonate:[4]
				* Persuasion:[4]
					+ Success: +40 LP to all Speech skills, soldier stays to fight with the Church
					+ Failure: soldier leaves for the Pit
			- Persuasion:[6]
				* Success: +40 LP to all Speech skills, soldier stays to fight with the Church
				* Failure: soldier leaves for the Pit
			- "The Pit welcomes all" - soldier leaves for the Pit
	* "The Pit welcomes all" - soldier leaves
3. Return to Enoch
Hanson

**William Hanson** is the current and the longest serving Chairman of the Executive Council of the Brotherhood of Liberty.

To gain an audience with him, player needs to complete The Coming Storm quest.

## Quests

* A Traitor in Our Midst - Hanson wants you to find out who has betrayed him
* Matheson (quest) - Hanson knows what Matheson planned before his death
* The Holy Grail - Hanson is one the possible recipients of The Machine
Sharp Face

**Sharp Face** is the leader of a gang who set up a camp in the lower level of The Armory.

## Feats

* Shotgunner
* Sarge
* Artful Dodger
* Fast Draw

## Gear

Sharp Face wears Scrapper Coat and uses Old 'Hammer automatic shotgun in combat and Toothpick knife as a back-up weapon. He also has Distortion Field gadget and carries one Regen (RCR-3) stim.

## Quests

* The Holy Grail - player needs to deal with him to access Depot A2
Computers

**Computers** is one of the skills in Colony Ship.

## Description

Bypass restricted computer access and electronic detection systems, just like a real decker.

## Notable Checks

2 pts
Hydroponics (Green) - Move the Greenhouse Unit blocking the way
3 pts
You Shall Not Pass! (Jonas) quest - Activate the decontamination protocole
Hydroponics (Green) - Gain Frog Hunter Feat by interacting with the console terminal in the ruins of Alpha Tower (also requires Electronics:[4])
Mission Control - Remove the Robot Head quest item from a broken robot
4 pts
Frontal Assault quest - Use the turrets to kill Dumont during prison break sequence
5 pts
The Coming Storm quest - Disable the turret
Spy Hunt quest - Disable the turrets
Mission Control, level 6 - Unlock the elevator to level 7
6 pts
Mission Control - Open the high-security vault
Frontal Assault quest - Disable the force field in Dumont's office during prison break sequence
The Coming Storm quest - Hack the turret
Spy Hunt quest - Hack the turrets
Land of the Blind quest - Disable the turrets (also requires Electronics:[6])
8 pts
Land of the Blind quest - Reactivate the turrets (also requires Electronics:[6])
10 pts
Mission Control, level 7 - Unlock the room with Combat Armor MKII (can be also opened with Lockpick:[10])
Fifth Daughter

**Fifth Daughter** is one of the Daughters serving the Great Mother in The Heart.

## Feats

* Mutant
* Pistolero
* Sarge
* Opportunist
* Artful Dodger

## Gear

Fifth Daughter wears Security Forces Helmet, Tactical Vest, Scrapper Coat (Red), Damaged Tactical Armguards, Trooper Leg Armor and uses Hauser 74 pistol amd Combat Knife as a back-up weapon. She also has Distortion Field gadget with all MK1 upgrades, carries one Regen (RCR-3) stim and carries Fifth Daughter's Badge quest item.

## Implants

Fifth Daughter has Subdermal Armor and Squad Leader implants.
Chance

**Trevor Chauncey**, more commonly known as **Chance** is a man who made a shady deal with the Grangers.

## Combat Information

Chance wears Bucket Helmet, Ballistic Vest, Scav Jacket, Worker Boots and uses Bulldog revolver in combat and Toothpick knife as a back-up weapon. He also carries one Regen (RCR-3) stim and has Pistolero Feat.

## Quests

* Easy Money
* Deep Diving
Mathias

**Mathias** is one of the faction-exclusive Followers.

He can join the player party if you offer The Machine to Abraham and Church of the Elect.

## Character Sheet

Mathias starts at level 6, close to level 7. His high HP, Armor skill, DR and Regeneration make him a very tough combatant.

### Starting Stats

* Strength 9
* Constitution 9
* Dexterity 7
* Perception 8
* Intelligence 6
* Charisma 6

### Starting Skills

* Bladed 2
* Blunt 6
* Shotgun 8 (tagged)
* Rifle 6
* Critical Strike 4
* Evasion 4
* Armor 8 (tagged)
* Biotech 3
* Computers 3
* Electronics 2

### Starting Feats

* Gifted
* True Grit
* Controlled Burst
* Armored Warfare
* Shotgunner
* Tough Bastard

### Unique Feat

* Unwavering Faith - All Resistances +30, +1 Ballistic and Melee DR, +1 Regen

## Starting Gear

Mathias starts with a Tactical Vest, Ranger Armguards, Ranger Coat (White), Trooper Leg Armor, Reaver Double-Barrel Shotgun and Absolution Lever-Action Shotgun (this item cannot be unequipped from him).

## Implants

Mathias starts with already installed Bionic Eye, Synthetic Heart, Exo-Spine and Subdermal Armor. If he takes the Bionic feat, he may pick one more implant.

## Loyalty unique effects

* Engaged - Mathias: Skill Gain +5%, Ballistic DR +1
* Inspired - Mathias: Skill Gain +5%, Ballistic DR +1, Party: All Resistances +10

## Gallery

Mathias starting statsMathias starting equipment
Soldier of Fortune

**Soldier of Fortune** is a quest in Protectors of the Mission.

It can be unlocked by either completing Spy Hunt quest if you killed the Spy or didn't tell Silas about helping him escape or if you fail to obtain information from Hanson in Matheson (quest).

## Rewards

* 90 Encounter + 90 Encounter + 60 Quest XP
* +3 Protectors of the Mission Reputation
* 500 credits

## Quick Walkthrough

1. Talk to Buford in Admin District
2. Deal with the Brotherhood soldiers in the maintenance room
3. Defeat Brotherhood soldiers in the main room
4. Return to Buford

## Detailed Walkthrough

1. Talk to Buford in Admin District
2. Deal with the Brotherhood soldiers in the maintenance room
	1. Go into the breach
		* [Initiative Bonus] To hell with the caution
		* Sneak inside
	2. Examine the panel (optional)
		* With Electronics:[4] (+20 LP) you can activate an alarm to desorientate the enemies
3. Defeat Brotherhood soldiers in the main room
	* If you killed all Brotherhood soldiers from stealth in previous room, you will fight against one less soldier and one more Protector will fight on your side
	* If you activated the alarm you will gain an Inititative Bonus (+5) in the fight
	* NOTE: You will not be able to loot any of the bodies in this stage
4. Return to Buford

## Allies

 Protector | 40 | 36 | Distortion Field, Regen (RCR-3), XM5, Combat Knife, Enforcer Helmet, Work Goggles, Heavy Ballistic Vest, Enforcer Armguards, Trooper Leg Armor

## Enemies

### Side room

 Soldier | 50 | 35 | Shredder, Combat Knife, Pilot Helmet, Scanner, Soldier Assault Armor, Ranger Armguards, Diver Leg Armor
Painkiller (Chip)

**Painkiller (Chip)** is a type of module used to upgrade Synthetic Heart implant.

## Description

Tasked with halving the mortality rates of their units, the military responded with Painkiller. The first iteration closed wounds almost instantly, but the massive cellular strain cause multiple organ failure in half the volunteers. Command grudgingly toned down the effect.

## Locations

* Can be bought from Trader (Habitat Train Station) if you have Master Trader feat or pass Streetwise:[4] check
* Found in a crate in Mission Control in the high-security vault (Lockpick:[9] required)
* Can be extracted from a mummified body with Biotech:[7] in Mission Control during Mission Person quest
* Can be extracted from a body in Mission Control level 6 NE area with Biotech:[7]

## Details

* Effect: +1 HP Regen
* Value: 300 credits
Pickpocket

**Pickpocket** is a quest in The Pit given by Jia.

## Expiry

This quest will become unavalaible once player moves to the The Factory.

## Rewards

* 90 Encounter + 60 Quest XP
* 240-480 credits

## Quick Walkthrough

1. Talk to Jia
2. Steal key from Samson in the Engine Fuel bar
3. Return to Jia
4. Go to the Samson's stash

## Detailed Walkthrough

1. Talk to Jia
2. Steal key from Samson in the Engine Fuel bar
	* Steal:[3] is required to successfuly steal the key
	* You can alternatively warn Samson about Jia's plan. You will gain 60 XP but Jia will disappear from town
3. Return to Jia
4. Go to the Samson's stash
	1. After opening the stash, you will start a combat against Gun Turret (level 1)
		* With high enough Perception, you can spot the trap and disarm the trigger with Electronics:[3] (+80 LP), skipping the fight
	2. Decide what to do with the money
		* Demand all of it - you gain 480 credits but Jia will disappear from town
		* Split the money - gain 240 credits
	3. There is also a crate in the stash with Grinder, Damaged Heavy Ballistic Vest and Ballistic Helmet
Six-Banger Jack

**Six-Banger Jack** is a traveling energy weapons merchant. He can be first encountered in The Factory and later in his store in The Heart. Protectors of the Mission have put a bounty on his head that player can claim by killing him and reporting back to Yasmin.

In The Factory, Six-Banger Jack can sell you unique Heater energy pistol for 700 credits. It can be later upgraded by him in The Heart for 400 credits to Heater II.

## Combat Information

In The Factory, Six-Banger wears Bowler Helmet, Work Goggles, Enforcer Armor, Gunslinger Jacket, Diver Armguards, Scavenger Boots and uses Slicer axe in combat. He also carries one Aggro (AGR-72) stim, Rope and Heater. His feats are: Butcher, Artful Dodger, Gladiator and True Grit.

In The Heart he uses Tomahawk axe instead of Slicer and no longer carries Heater. He also gains Warrior feat.

## Store (The Heart)

* Rattlesnake
* Energizer
* Power Saw
* 12 Cells

## Other Notes

Killing Six-Banger Jack causes your bond with Jed to grow weaker.
Speech

**Speech** is one of the main mechanics in Colony Ship.

Speech checks are often used in dialogues with characters and use Persuasion, Streetwise and Impersonate skills and rarely also other skills, stats or reputation.

There are two types of Speech skill checks:

* Binary pass/fail checks where you either pass or fail depending on your skill
* Disposition checks - characterized by the Dispostition bar at the bottom, they are complex speech challenges where the goal is to raise Disposition to 10. Failing a skill check penalizes you -1 Disposition per missing level of skill. Passing a skill check by +2 or more will award additional disposition for every level you exceed by. If your skill level is 3 levels below the requirement, you will fail the Disposition check instantly, regardless of your current disposition. Different lines may have different impact on Disposition, it's not always smart to choose the hardest one. Initial Disposition at the start of the check depends on player's Charisma and certain feats and implants, making speech checks potentially harder or easier. When dealing with members of a faction, your reputation with them is also taken into the account, potentially giving you a bonus or penalty to the Initial Disposition.

Successfully passing a Disposition check will award you with 40 LP to all your Speech skills.

Encounters where speech succesfully allows to avoid combat, awards bonus LP based on the number of enemies removed.

## Initial Disposition

Initial Disposition is a bonus given at the start of the disposition check, making speech checks potentially harder or easier.

Sources:

* Charisma: from -1 up to +3 depending on the value
* Master Trader Feat: +1
* Squad Leader implant with Neural Dampener upgrade: +1
* Ask Questions Later Feat: from -1 to -3 depending on the tier
* Overclocking: -1 if all seven implants overclocked

## References

1. ↑ HuggyBear's Colony Ship Walkthrough Steam Guide
Power to the People

**Power to the People** is a quest in The Pit given by Zeke.

## Description

This quest can be unlocked by passing Electronics:[2] check during a conversation with Zeke.

## Rewards

* 60 Quest XP and Electronic Module
* 200 credits (optional)

## Quick Walkthrough

1. Talk to Zeke
2. Find the Override Module (The Armory) in The Armory
3. Return to Zeke

## Detailed Walkthrough

1. Talk to Zeke
2. Find the Override Module (The Armory) in The Armory
	* The module can be found in Depot A2 in a crate in the locked room (Lockpick:[3] required)
3. Return to Zeke
	1. To fix the power grid, you need either Electronics:[3] or Computers:[2]
	2. With Persuasion:[3], you can get 200 credits from Zeke for your trouble, +40 Persuasion LP
Shadow

**Shadow** is a diver who can be encountered in the Mission Control ruins.

He can be first encountered in Mission Control Security Quarters level upon inspecting the retical scanner doors. Player may later encounter him in Maintenance Deck.

## Feats

* Gifted
* Personal Magnetism
* Butcher
* Heavy Hitter
* Warrior
* Precise Strike
* Fast Draw

## Gear

Shadow wears Reinforced Tactical Vest, Riot Helmet, Officer Jacket, Diver Leg Armor, Ranger Armguards and uses Viper knife in combat. He also carries a Pulse Grenade, one Aggro (AGR-72) stim and has a Cloaking Field gadget with MK2 Light Reflector and Heat Absorber upgrades and MK1 Power Cell upgrade.

## Implants

Shadow has Exo-Spine, Motor Cortex and Subdermal Armor implants.
Hydro Alliance

**Hydro Alliance** is one of the main quests in Colony Ship: A Post-Earth Roleplaying Game.

*Warning - this point onwards contains spoilers*.

## Quick Walkthrough

1. Travel to Hydroponics (Green) and talk to Carlos
2. Find a way to secure the railway
3. Return to Carlos

## Detailed Walkthrough

1. Travel to Hydroponics (Green) and talk to Carlos
2. Find a way to secure the railway
	* Depending on your choices throughout the game, you will have various options
		+ If you gave The Machine to Zeta in previous quest, you can talk to Ava and she will send the monks to secure the railway for free
		+ You can talk to Lemuel in Hydroponics (Yellow) and use old broadcasters to control critters (no requirements)
		+ If you sided with Jonas you can talk to him and he will agree to an alliance with no checks
		+ You can try to convince Stanton in The Factory to ally with the Grangers
			- If Bartholomew took over Fort Stanton, Stanton will accept offer without any need for convicing
			- Otherwise you will need to persuade him. If you killed Bartholomew, you will gain +1 Disposition and if you let Smiles die, you suffer -1 Disposition
				* Persuasion:[9]
					+ Persuasion:[10] or Streetwise:[9]
				* Streetwise:[9]
					+ Streetwise:[10] or Persuasion:[9]
3. Return to Carlos
	* After you finish the conversation with him, Tanner will arrive and reveal that The Armory has been attacked in your absence, immediately starting the next quest

## Next Quest in Chain

* Out for Delivery (Habitat) (Habitat path)

## References

1. ↑ HuggyBear's Colony Ship Walkthrough Steam Guide
Redd

**Redd** is a merchant in The Heart.

## Store

* Cobra
* Hauser 92
* Jackhammer
* Hauser 74
* Kinetic Hammer
* Riot Helmet
* Security Forces Helmet
* Night Vision Goggles
* Security Goggles
* 2 Disruptors
* 2 Pulse Grenades
* Stasis
* 2 Gas (high-grade)
* Energy Shield
* Distortion Field
* Cloaking Field
* 100 .45 Ammo
* 100 5.56 Ammo
* 100 9mm Ammo
* 100 Shells
* 24 Cells
* 2 Electronic Modules

## Special Merchandise

He has a unique Repeater energy rifle which he is willing to sell for 1800 credits if you have Master Trader feat or pass Streetwise:[5] check.
Creeper

**Creepers** are very dangerous bioengineered species found in Hydroponics. They generate a defensive gas cloud, then pull their prey in using their Grab attack followed up by repeated Leech attacks to regenerate health. All Creepers also naturally regenerate 2 HP each turn.

Creepers are not targetable with Aimed attacks except Aimed Weak Point.

For other types of Creepers, see Tough Creeper and Elder Creeper.

## References

1. ↑ HuggyBear's Colony Ship Walkthrough Steam Guide
Bladed Weapons

**Bladed Weapons** include Knives, Long Knives, Axes and Energy Tools.

## Knives

Knives have access to Flurry and Carve special attacks and are required for Takedowns in Stealth.

## Long Knives

Long Knives have access to Double Strike and Carve special attacks.

## Axes

Axes have access to Double Strike and Carve special attacks.

## Energy Tools

Energy Tools are unique melee weapons that require Cells to be powered up.
Cole

**Cole** is a merchant and the owner of Cole's Gadgets.

## Store

* 3 Flashbang (standard)
* 3 Gas (standard)
* 3 Smoke (standard)
* Pulse Grenade
* Energy Shield
* Distortion Field
* Bionic Eye

After you return to The Pit from the Habitat, he will also gain new merchandise:

* 2 Flashbang (high-grade)
* 2 Gas (high-grade)
* 2 Smoke (high-grade)

If you sided with Jonas and completed Ace Up Your Sleeve quest, Cole will also have 2 Disruptors for sale.

## Quests

* Ace Up Your Sleeve - Cole knows something about Disruptors
SMGs

**Submachine Guns** includes "One handed" Submachine Guns, Assault Submachine Guns and Energy Submachine Guns. All Submachine Guns use bursts as reaction shots and have access to Short Burst, Focused Burst and Long Burst special attacks.

All submachine guns are carried in one hand, but Frank, the Pit gunsmith describes each of them in the manner mentioned above.
The Last Lawman

**The Last Lawman** is a quest in Mission Control given.

## Rewards

* 60 Quest XP and unlocks Romeo as a conditional companion

## Quick Walkthrough

1. Examine the robot in Mission Control level 5
2. Find replacement parts for Romeo to fix the robot
3. Install the power cell
4. Use the station in Mission Control level 6 to call Romeo and mount the weapons

## Detailed Walkthrough

1. Examine the robot in Mission Control level 5
	* You need to complete Teamwork quest first in order to access the area where Romeo is found
2. Find replacement parts for Romeo to fix the robot
	* Gyroscope can be extracted from a broken robot in the third level of Mission Control with Electronics:[3] (can be only accessed through a hole in westerm corner of Level 3 - Operations Management)
	* Robot Head can be extracted from a broken robot in the third level of Mission Control with Computers:[3] (can be only accessed through a hole in Level 5 - Security Quarters)
	* Light Armor Plates can be found in the high-security vault in Mission Control
3. Install the power cell
	* You need at least one Heavy Power Cell. You can obtain one during First Law of Robotics, Fixer, Some Assembly Required or Mission Person quest
4. Use the station in Mission Control level 6 to call Romeo and mount the weapons
To Stop The War!

**To Stop The War!** is a quest in Protectors of the Mission.

## Rewards

* 60 Quest XP on quest completion
* +4 Brotherhood of Liberty Reputation if you successfuly steal the files
* +3 Protectors of the Mission Reputation and 600 credits if you report the threat to Buford

## Quick Walkthrough

1. Talk to Passerby
2. Use the hatch in Residential District to sneak into Mission Justice building
3. Infiltrate the compound
4. Leave the building

## Detailed Walkthrough

1. Talk to Passerby
2. Use the hatch in Residential District to sneak into Mission Justice building
	* You can also report her to Buford instead, ending this quest
3. Infiltrate the compound
	1. First floor has a patrolling guard and a camera
		* Lockpick:[5], open the room behind the guard
			+ Lockpick:[7], open the locker inside. Loot: Cloaking Field, Power Cell MK2 and 12 Cells
			+ Console inside can be used to grant you emergency access override code (+20 Computers LP)
	2. Second floor has the data you need but it requires an access card and higher security clearance
		* There is a security camera on this floor
		* Southern room has a briefcase with a fully charged Energy Pistol (Lockpick:[6] required)
		* Eastern room can be opened with Lockpick:[4]. Console inside has the data you need to steal
	3. Third floor has a camera in western room and patrolling guard in eastern room
		* Western room has a briefcase with Colt Classic pistol (Lockpick:[4] required)
		* Eastern room has the access card you need
	4. Fourth floor has a patrolling guard and a camera
		* Computer console can be used to upgrade security clearance of your access card with Computers:[3] or with emergency access override code
4. Leave the building
Mother

**Mother Mary** was a street preacher in the Habitat but was too radical even for the Church of the Elect and as a result was expelled from the city. She eventually settled in The Shuttle Bay together with her followers. She knew Mercy's father.

She can be encountered during Kindness to Strangers quest and if player persuaded her to go to The Pit, she will be found near Solomon's church, but if Mercy rules the Pit, she will join her and become her trustworthy associate, influencing Civil Disturbance (Mercy) quest.

## Gear

Mother wears Custom Ballistic Vest, Scrapper Coat, Heavy Boots and uses Pepperbox MK2 pistol in combat. She also has Energy Shield gadget and carries one Regen (RCR-3) and one Aggro (AGR-72) stim.

## Quests

* Kindness to Strangers
* Civil Disturbance (Mercy) (depending on player's choices)
Spitter

**Spitters** are frogs using ranged attacks dealing poison damage and blinding the opponents. Effectiveness of their attacks can be significantly reduced with good Poison and Optical Resistance.

Spitters are not targetable with Aimed Arms attack and do not trigger reaction attacks on movement.

For stronger variant of Spitter frogs, see Desert Spitters.

## References

1. ↑ HuggyBear's Colony Ship Walkthrough Steam Guide
Brotherhood of Liberty

The Brotherhood was formed to liberate the people from the iron shackles of the Ship Authority. Though their first sally - which the fossils of the old world denigrate with the term "mutiny"- failed to completely achieve this aim, the Brotherhood was successful in establishing themselves as a power to be reckoned with. The Brotherhood's initially pure goal, to free the enslaved wherever they may be, has unfortunately been sullied by the practical concerns of democracy. To bring freedom to the Ship entire must involve war, and no war may be won without sacrifice, nor may battles be managed by committee.

## Quests

* The Coming Storm
* A Traitor in Our Midst
* Warring Kingdoms (The Brotherhood)

## Members

* Hanson - Current Chairman of the Executive Council
* Eden - Member of the Executive Council
* Anders
* Garret
Moonshine

**Moonshine** is a quest in The Pit given by Boone.

## Rewards

* 60+60 XP
* Biolab Gas Mask
* 1000 credits OR Training Token (Combat Training)

## Quick Walkthrough

1. Talk to Boone
2. Travel to Hydroponics (Green) and talk to Carlos
3. Find Bioreactor Parts
4. Return to Carlos
5. Return to Boone

## Detailed Walkthrough

1. Talk to Boone
2. Travel to Hydroponics (Green) and talk to Carlos
3. Find Bioreactor Parts
	* Bioreactor Parts can be found in the ruined NE tower in the Green Zone
4. Return to Carlos
5. Return to Boone
	* He will offer either 1000 credits or a Training Token (Combat Training)
Regulator Badge

**Regulator Badge** is a quest item.

## Description

This shiny badge says that you have a lot of trigger-happy friends.

## Locations

* Given by Braxton if you help him take over The Pit
* Can be stolen with Sneak:[4] from The Regulators sleeping quarters
* Can be also stolen from The Regulators sleeping quarters during All In (Jonas) quest (however with Braxton's death it becomes useless)

## Used In

* The Holy Grail quest
* Eviction Notice quest
Cloaking Field

**Cloaking Field** is a type of gadget. As long as it is active, it will make its user invisible, making it a very useful device during Stealth missions. Once activated, tile difficulty becomes based on enemy's thermal vision and their detection is increased each turn when the cloak slowly fades.

During combat, thermal vision determines starting detection, with cloak fading and attacks increasing the detection. Once a character reaches 100 detection, they can see the cloaked character and will be able to attack it with reduced accuracy.

## Description

Designed for infiltration and surprise parties, this device generates a spectral cloaking field, rendering its wearer briefly invisible to the unaugmented eye.

## Details

* Enemy Detection: +35%/Turn
* Enemy Thermal Vison: -10
* Duration: 2 turns
* Value: 350

## Locations

* In The Armory, Depot A2, inside a locker behind a forcefield (Computers:[6] required)
* Found in Mission Control, high-security vault, inside a locker (Computers:[8] or Lockpick:[8] required)
* In The Factory, inside a locker in the medbay (Lockpick:[6] required)
* Used by Spy
* Found in a locker in Protectors of the Mission district in a warehouse (Sneak:[5] and Lockpick:[7] required)
* Can be found during To Stop The War! quest on the first floor (Lockpick:[7] required)
* Used by one of the enemies in Warring Kingdoms (The Protectors) quest in Maintenance Deck
* Sold by Redd in The Heart
* Used by Harbinger
* Used by Shadow
* Used by Tau Six
Tau Six

**Tau Six** is a cyborg of House of Ecclesiastes that can be encountered in Chapter 4.

Depending on player choices regarding The Machine, he might be an ally or an enemy.

## Feats

* Fast Runner
* Cyborg
* Artful Dodger
* Butcher
* Charger
* Critical Thinker
* Gladiator
* Heavy Hitter
* Precise Strike
* Warrior

## Gear

Tau Six wears Recon Helmet, Reinforced Tactical Vest, Officer Jacket, Tactical Armguards, Trooper Leg Armor and uses Auger energy tool and Viper knife in combat. He also has Cloaking Field with all MK2 upgrades.

## Implants

Tau Six has all Cyborg Implants except Cyborg Broadcaster.

## Quests

* Out for Delivery (Monks)
* Out for Delivery (Habitat)
Church of the Elect

As inevitably happens in dark and challenging times, some citizens turn to God for reassurance, the promise of an end to pain and hunger. Or failing an end, at least a purpose. The Church of the Elect rejected both the Protectors of the Mission and the Brotherhood of Liberty as worldly fools distracted by politics and their own egos. Teaching their adherents that they were chosen by God, the Church frames the journey of the Ship as a centuries-long test of faith. When the Ship arrives at her destination, Judgment Day awaits every citizen. The righteous will be welcomed into the Promised Land of Proxima Centauri, while the unrepentant will be returned to the Hell from which we fled - Earth - to suffer for all eternity.

## Quests

* Deviant Faith
* Troublemakers
* Warring Kingdoms (The Church)

## Members

* Abraham - Current Chaplain-General
* Solomon - Preacher of the Church in The Pit
* Elona
* John
* Thomson
* Mathias
Tanner

**Tanner** is a local hustler in The Pit with a nose for making money for whom player works at the start of the game. He can be found at Whiskey Jack bar in the Main Street.

## Quests

* The Holy Grail - Tanner wants you to open Depot A2 in the second level of The Armory. While this task seems simple enough, you never know what you'll find there...
Armor Trader (The Pit)

**Armor Trader (The Pit)** is a trader in The Pit. He sells various armors.

## Store

* Scavenger Goggles
* Studded Vest
* Traveler Coat
* Gunslinger Jacket
* Bucket Helmet
* Scavenger Boots
* Shield Armguards

After you return to The Pit from the Habitat, he will also gain new merchandise:

* Raider Coat
* Ranger Coat

## Special Merchandise

He has a Custom Balistic Vest which can be bought for 100 credits if you have Master Trader feat or pass Streetwise:[3] check.
Jed

**Jed** (full name: Jedidiah Walker) is one of the recruitable Followers.

He can be found in the Camptown during the Debt Collector quest. If player helps him settle his debt by dealing with Black Will, he will offer to join the player party.

Jed claims to have traveled the Ship from stem to stern and made deals with every type of merchant, fanatic and scav known to the void. How such a world-wise entrepreneur ended up living in a rusted out container furnished with discarded packing material is a mystery, but one thing is indisputable: the man's broke.

## Character Sheet

Jed starts at level 3, close to level 4. His solid combat stats make him an excellent melee or ranged combatant and his high Armor skill and Armored Warfare Feat allows him to wear heavy armor with minimal penalties.

### Starting Stats

* Strength 7
* Constitution 8
* Dexterity 6
* Perception 6
* Intelligence 6
* Charisma 7

### Starting Skills

* Blunt 3
* Shotgun 4
* Rifle 2
* SMG 3
* Critical Strike 3
* Evasion 2
* Armor 4
* Biotech 3
* Lockpick 2
* Steal 2

### Starting Feats

* Charger
* Armored Warfare
* Critical Thinker

## Starting Gear

Jed starts with a Bucket Helmet, Damaged Heavy Ballisitc Vest, Damaged Enforcer Armguards, Welding Boots, Double Trouble double-barrel shotgun, Utility Bar hammer and one Regen (RCR-3) stimulant.

## Implants

Jed starts with already installed Subdermal Armor and will accept Bionic Eye, Synthetic Heart, Exo-Spine and Motor Cortex. If he has only one slot left, he will only accept Synthetic Heart unless it's already installed.

## Loyalty unique effects

* Engaged - Jed: Skill Gain +5%, Accuracy +6
* Inspired - Jed: Skill Gain +5%, Accuracy +6, Party: Armor Handling +3

## Unique Feats

By completing the Righteous Vengeance quest, Jed will gain an unique feat:

* Punisher - Initiative +4, Natural DR +1, Recoil Control +12, Melee Damage +2

## Quests

* Debt Collector
* Righteous Vengeance
Mission Person

**Mission Person** is a quest given by Sarah in Chapter 3 if player completed the Little Shop of Horrors quest without killing Jimmy.

*Warning - this point onwards contains spoilers*.

## Quick Walkthrough

1. Talk to Sarah
2. Talk to Zillah in Mission Control
3. Find Jimmy
4. Return to Sarah

## Detailed Walkthrough

1. Talk to Sarah
2. Talk to Zillah in Mission Control
3. Find Jimmy
	1. There is a hidden hatch in level 3 in the SE corner which can be found with Perception:[8]
	2. Open the next hatch with Lockpick:[5] or Electronics:[4]
	3. You found Jimmy. He's dead.
		* You can loot Combat Armguards, Combat Armor, Combat Leg Armor, Pulse Grenade and an Energy Rifle with 6 Cells from his body
		* There is a mummified body with Painkiller (Chip) module which can be extracted with Biotech:[7]
		* With Electronics:[5] you can remove a Heavy Power Cell from a broken robot
4. Return to Sarah
Artemis

>
>
> Artemis
> -------
>
>
>
> Identidade
> ----------
>
>
>
> ### Ator
>
>
> NKzin “Nk”
>
>
> ### Idade
>
>
> 23
>
>
> ### Ocupação
>
>
> Militar
>
>
> ### Classe
>
>
> Especialista
>
>
> ### Trilha
>
>
> Atirador de elite
>
>
> ### Associação
>
>
> Ordo realitas Equipe 2
>
>
>
>
> ### Status
>
>
> Viva
>
>
>
>
>
>

Artemis era a atiradora da equipe 2, mesmo tendo apenas 2 de agilidade; ela apareceu pela primeira vez quando estava dormindo na parte de trás da van

## Personalidade:

artemis, é uma mulher gentil e legal, sempre preocupada com seus membros de equipe, durante a primeira temporada foi uma peça fundamental para a equipe recuperando todos de enlouquecer. Após a morte da Luísa, Artemis ficou muito mal e desconfiada dos outros, até mesmo passando a desconfiar dos outros.

#### Traumas:

Artemis aparentemente tinha algum problema com sangue, demonstrado durante a tortura feita por cassius e Pablo, provavelmente por culpa de coisas de seu passado militar.

## Biografia:

### Passado:

o passado da Artemis é misterioso, tudo que se sabe, é que no passado ela era militar e teve muitos problemas com a família.

### Alheios 1ª temporada

Artemis foi vista pela primeira vez dormindo no canto da van da equipe 2, após isso, seu maior ato, foi quando salvou cassius e jota de enlouquecerem, sendo chamada por deusa da diplomacia. O maior problema que Artemis enfrentou, foi quando ela foi, abduzida, por sombras e ganhou uma armadura, chamada de “armadura dos power rangers” e então ajudou na luta final, sendo um dos poucos sobreviventes.

## Rituais e habilidades

### Habilidades:

**Conhecimento aplicado:** como Artemis tem pouca agilidade o conhecimento aplicado alterna isso, aumentando as chances de acertar.

**Primeira impressão:** usado poucas vezes, como no matagal, utilizado no Abner e no cassius.
Abner goldland

Abner goldland é um ocultista que apareceu pela primeira vez como membro da equipe 1, da primeira temporada de alheios, sendo um dos poucos sobreviventes; terminando a campanha com apenas 4 de sanidade, e queimando alguns itens.

ele é um membro da sociedade do ouro, fazendo parte da família goldland, por conta disso usa uma máscara, a única vez que tirou a máscara durante a campanha foi quando beijou Pablo.

hoje em dia ele é o líder da equipe quatro no caso de detther.

## Aparência:

abner é um homem de 1,75 de altura aproximadamente, ele usa uma máscara que lembra a da peste, essa se altera toda vez que ele usa um ritual; ele usa um manto preto com detalhes de ouro

## Biografia:

### Alheios 1ª temporada:

durante a primeira temporada Abner fez bastante coisa, no início ele estava ajudando bem com a investigação, entretanto quando foi ao matagal, foi atacado por um membro da seita das sombras, por ter sido vítima do ritual conhecendo o medo acabou ficando com zero de sanidade, e logo apenas com um ponto, por conta disso ele passou a ser considerado louco.

Após Abner saber da tortura feita por Cassius, ele estava planejando iniciar uma revolta, por ficar indignado com a tortura, entretanto seus planos foram desaprovados por marcos que interrompeu antes que qualquer coisa pudesse acontecer, logo Abner partiu com sua equipe, contanto eles foram a um local onde enfrentaram uma criatura que matou Yuri, e após seu funeral eles foram em busca da sociedade do ouro

## Rituais e habilidades

### Rituais

**Ritual de terceiro olho**: Abner usou esse ritual durante a primeira temporada inteira. Quando usa, sua máscara brilha em dourado e um símbolo de olho aparece entre seus olhos. Aparentemente esse ritual não funciona pra alheios

**ritual de chamas do caos:** Abner utilizou esse ritual apenas no fim da primeira temporada, matando por fim os últimos “vilões” no final este ritual foi usado para queimar itens dos sobreviventes.

## Ligações

* Sociedade do ouro
* equipe 1. temp 1
Red Beard

**Red Beard** is a gunman working for Jonas.

Depending on whether you side with Braxton or Jonas, Red Beard might be your ally or enemy. If player completes All In (Jonas) quest with Red Beard surviving the battle, he will later thank you after you return from the Habitat and give you one Flashbang (high-grade) and two Gas (standard) grenades.

## Combat Information

His feats are Fast Draw, Gunfighter and True Grit. His equipment depends on the quest.

During All In (Jonas) quest, Red Beard wears Scav Helmet, Old Scav Armor, Gunslinger Jacket, Shield Armguards, Guard Boots and uses Pipe Dream assault rifle, with Clawhammer as a back-up weapon and carries one Regen (RCR-3) stim and one Disruptor grenade.

During You Shall Not Pass! (Braxton) quest, Red Beard wears only Worker Jacket and Worker Boots and uses Howler assault rifle, with Clawhammer as a back-up weapon.

If during You Shall Not Pass! (Braxton) quest you have fooled Red Beard, he will reappear later in Civil Disturbance (Braxton) quest. In the second encounter he will be wearing Scav Armor, Worker Jacket, Shield Armguards, Scavenger Boots and using Pipe Dream assault rifle with Clawhammer as a back-up weapon. He will be also carrying one Aggro (AGR-72) stim and gain Rifleman Feat.

## Quests

Red Beard is involved with these quests:

* All In (Jonas) - Red Beard will join the assault on your side
* You Shall Not Pass! (Braxton) - Red Beard leads the group of hostile Freemen
* Civil Disturbance (Braxton) - if you fooled him earlier, Red Beard will be present in the angry crowd
Morgan's Request

**Morgan's Request** is a quest in Church of the Elect that is triggered after player talks with the Church Archivist.

It can be unlocked if player completed Eviction Notice in Chapter 1 and didn't kill Morgan.

## Rewards

* 90 Encounter and Hauser 92 if you convince Elona
* +2 Church of the Elect Reputation if you tell Elona the truth
* 60 Quest XP on quest completion

## Other Effects

* Your bond with Faythe grows stronger (if you convince Elona)
* Your bond with Faythe grows weaker (if you tell Elona the truth)

## Quick Walkthrough

1. Talk to Elona
2. Talk to Morgan

## Detailed Walkthrough

1. Talk to Elona
	* Convince her of Morgan's piety - Your Church Reputation will be taken into account in this conversation, +40 LP to all Speech skills if you succeed
		+ Persuasion:[4] or Streetwise:[4]
			- Persuasion:[5] or Streetwise:[5]
	* Tell her the truth - ends the quest but gives +2 Church of the Elect Reputation
2. Talk to Morgan
	* He will give you a Hauser 92 rifle if you successfully persuaded Elona
Zen (Z4N2c)

**Zen (Z4N2c)** is a type of stimulant.

## Description

This LSD-derivative will put your mind in state of 'impervious sanctity', which will make all attempts to alter or control your currently unreachable mind an exercise in futility. Side effects include paranoia, anxiety and disorientation.

## Details

* Increases Neural Resistance by 40 for 3 turns.
* PER reduced by 2 each time is taken for the duration of combat.
* Value: 250
Kindness to Strangers

**Kindness to Strangers** is a quest in The Shuttle Bay started by talking to Nico.

## Expiry

If you return to The Pit from the Habitat, this quest will become unavalaible.

## Quick Walkthrough

1. Talk to Nico
2. Talk with Moses
3. Talk with Jay
4. Help Moses get rid of refugess or side with Nico instead
5. Deal with refugees (Moses path)
6. Deal with refugees (Nico path)
7. Return to Moses or Nico

## Detailed Walkthrough

1. Talk to Nico
2. Talk with Moses
3. Talk with Jay
	* If you want to side with Nico, tell him that maybe Riflemen need a new leader
4. Help Moses get rid of refugess or side with Nico instead
	* If you want to help Moses, your next step will be to deal with Mother and Nazar. If you want to side with Nico instead, you need to tell him that maybe the herd needs another shepherd
5. Deal with refugees (Moses path)
	* Talk with Mother
		+ Convince her to leave: (+40 LP to all Speech skills if you succeed)
			- Persuasion:[5]
				* (If Mercy rules The Pit) Lord's Mercy is in charge of the Pit - causes Mother to leave for The Pit regardless of Disposition
				* Streetwise:[5] - causes Mother to leave for The Pit if you pass Disposition check
			- Streetwise:[4] then Persuasion:[5]
		+ [Initiative Bonus] Attack (NOTE: Mother's body will not be lootable after the fight)
	* Talk with Nazar
		+ Convince him to leave: (+40 LP to all Speech skills if you succeed)
			- Persuasion:[4] then Streetwise:[5]
				* "The Pit has all the freedom you could want..."
					+ (Dumont is dead) Dumont's dead (+4 Disposition)
						- (Jonas in charge of The Pit) Jonas sent me to find allies (+2 Disposition)
						- Outskirts have plenty of room
					+ Persuasion:[5]
						- (Jonas in charge of The Pit) Jonas sent me to find allies (+2 Disposition)
						- Outskirts have plenty of room
		+ Attack
6. Deal with refugees (Nico path)
	1. Meet with Mother and tell her that Nico would gladly let her stay
	2. Talk with Nazar
		* Convince him to stay and fight: (+40 LP to all Speech skills if you succeed)
			+ "Moses wanted you gone but Nico's willing to take you all in..." (+1 Disposition)
				- Persuasion:[5] or Streetwise:[5]
					* Persuasion:[6]
					* Streetwise:[6]
			+ "Join the Riflemen or leave" (no Disposition gain, dialogue then resumes as above)
		* Attack
		* If you fail to convince him, you can let him go if you want but this option awards no XP
7. Return to Moses or Nico

## Next Quest in Chain

* The Showdown (Moses) (Moses path)
* The Showdown (Nico) (Nico path)
The Prisoner

**The Prisoner** is a character in chapter 1 of *Paper Lily*.

## **Personality**

The Prisoner is a mysterious and somewhat cunning individual. When *Lacie* encounters the prisoner after she unlocked the padlocked ladder, he is delighted to see her, mentioning that he was locked up in the basement for a long period of time. He appears to have a spiteful side, often expressing anger and hatred over Red for locking him up due to his irritant behavior.

He is highly deceiving, as he is able to trick Lacie even though she is more than aware that he is not to be trusted. He was constantly ordering her around him; for example, when Lacie discovers that the door is behind the big mirror, he requests that she go get the jar of slugs and the blue light in exchange for a code. After Lacie gives the prisoner the blue light, he maniacally marvels at the light.

When Lacie asks his name, he seems softer and friendlier toward her, even promising to see her again if possible.

## **Appearance**

The Prisoner is shown in silhouette. He appears to have a humanoid shape with red eyes.
The Sons of Liberty

**The Sons of Liberty** is one of the quests in The Pit in Chapter 3 if player sides with Jonas.

## Description

Jonas sent you to talk to Falkner and Riggs. You can find Falkner in Camptown (the Drain) and Riggs in the Outskirts (trading plaza).

## Quick Walkthrough

1. Talk to Jonas
2. Talk to Falkner and Riggs
3. Return to Jonas

## Detailed Walkthrough

1. Talk to Jonas
2. Talk to Falkner and Riggs
3. Return to Jonas
	1. Tell him which of them two do you support
	2. Jonas will then promptly ignore your advice and choose the opposite candidate to the one you picked
	3. Convince him that he's making a mistake (optional)
		* Persuasion:[5] or Streetwise:[5]
			+ Persuasion:[6] or Streetwise:[6], +40 LP to all Speech skills if you succeed

## Next Quest in Chain

* There Can Be Only One (Riggs) (Riggs path)
Mind Worm

**Mind Worms** are immobile creatures similar in appearance to barnacles that use psionic attacks to destroy minds of anyone who dares to get close. Attacking Mind Worms with melee weapons causes electrical discharge similar to one when you hit Distortion Field.

Mind Worms are not targetable with Aimed attacks except Aimed Weak Point.
Impersonate

**Impersonate** is one of the skills in Colony Ship.

It is one of the three Speech skills and is frequently checked in dialogues.

## Description

Different situations require different faces. Be the person you need to be, at least until you get what you want.

## Notable Checks

2 pts
Debt Collector - Successfully pass for a Regulator
4 pts
Brotherhood of Liberty, Residential Decks - Convince the Brotherhood officer that you work as a Political Officer
Little Shop of Horrors

**Little Shop of Horrors** is a quest in The Pit given by Sarah.

This quest is most notable for being the earliest possible source of rare Squad Leader implant.

## Expiry

This quest will become unavalaible once player moves to the The Factory.

## Rewards

* 90+60 XP or 60 XP
* 1-3 Regen (RCR-3) stims and 5-10 Medkits
* Sarah gains implants for sale

## Quick Walkthrough

1. Talk to Sarah
2. Talk to the guard near Warehouse E7 in Camptown
3. Pick up Jimmy's merch
4. Return to Sarah

## Detailed Walkthrough

1. Talk to Sarah
2. Talk to the guard near Warehouse E7 in Camptown
3. Pick up Jimmy's merch
	1. Jimmy has three mummified heads for sale. One contains a Bionic Eye, another Neural Uplink and last one Squad Leader and Neural Uplink
	2. With Biotech:[2], you can examine the heads closer, awarding you 20 Biotech LP
	3. Jimmy will offer either ocular or datajack implant. If player insists on squad leader, they will be forced to fight against both Jimmy's crew as well as the buyer who came for the implant
		* Leave with one of the standard implants (mummified head with Bionic Eye or Neural Uplink)
		* Or fight against Jimmy, Manfred, one guard and two scavs. Gain 90 XP at the end of combat and mummified head with Squad Leader implant
4. Return to Sarah
	1. Depending on which merch you give her, she will then have that implant for sale
	2. If you insist on reward, she will give you one Regen (RCR-3) stim and 5 Medkits. If you gave her Jimmy's special merch taken from his dead hands, she will also give you two bonus Regen (RCR-3) stims and 5 bonus Medkits.
Project Kat - Paper Lily Prologue

***Project Kat - Paper Lily Prologue*** is a free prologue to *Project Kat* developed and published by Leef 6010. The game was released on Steam on October 16, 2021, and it is also available on itch.io.

## Premise

*Project Kat is a short, unconventional RPG horror game in which there is always another way. Solve puzzles, make friends (or not), and guide Kat as she attempts to uncover the mystery behind a strange golden letter.*