recursal/Fanatic-Fandom huggingface dataset:
(Rules - D2) Hindrance: Optimistic

### Description:

Your pony is simply incapable of looking on anything but the brightest side of life. This is not a normal characteristic of ponies who aren’t settled on a nice planet or station, considering that there usually isn’t much to look forward to. Nonetheless, while they might not always be grounded in reality, ponies with this hindrance are always looking up. Many ponies in the galaxy tend to give ponies with this positive of an outlook a wide berth; insanity is catching. Ponies with this hindrance tend to mean well, but are frequently misunderstood or taken as foolish. This manifests as a -1D charisma penalty against those not living in secure living conditions or experience other poor circumstances.
Цели

КР создана не просто так, они преследует чёткие цели. Первоначальной целью было создание идеального мира и идеального государства, но сейчас эта цель уже не преследуется. На данный момент Республика хотела бы просветить и сплотить вокруг себя людей, бороться с научными фейками и обеспокоить людей проблемами с природой земли. Также у Республики есть много других целей. Среди них создать приют для бездомных животных, остановить вымирание культур.
(Rules - D2) Hindrance: Hard of Hearing

### Description:

While not the same as Deaf, your pony still has a difficult time hearing things. Whether your character forgot to put on noise cancellers when they were working in the turbine shafts, or listened to too much loud music as a foal, they have trouble making out what other ponies are saying. This manifests as a -1 to the charisma stat in any situation where they might have to talk to ponies at normal volumes or below, and a -1D on all auditory perception checks. Also, if they’re trying to sneak and have to hold a conversation with anyone, forget about subtlety – In order to hold a conversation with characters who are Hard of Hearing, both parties must take a -2D penalty on their sneak rolls to successfully get the point across. Communicating with symbols or by written means is still silent, however.
(Items - Rad) Companions: Alien Dangerous Animals

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**Companion Market**

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*Enclosure-Bound Pets*, *Tiny Travelling Pets*, *Base-Wandering Pets*, *True Travel Companions*, *Work and Utility Animals*, ***Restricted and Combat Animals***

# Xenofauna Restricted and Combat Animals

## Fraznik

Rarity **6**, (40%) - [**2000c**]

**Biosignature Tags** - [Large], [Surface-Dwelling], [Exoskeleton]

**Mature Size / Weight** - (h)2m / 300kg
**Age of Maturity / Lifespan** - 4 Standards / 30 Standards+
**Diet** - Carnivore, Some Variety
**Rough EQ / IQ Potential** - Somewhat Low / Moderate
**Description** - Set on six equally-spaced, crab-like legs, each of which ends in a single blunt but durable claw, this exoskeleton-wearing giant looks like something out of a horror show. While first impressions rated this creature as only a predator and threat, it proved to be viable for domestication, and while a weak back means it is not good for carrying loads, their extremely good traction makes them useful moving loads in dangerous environments and pulling in general, and some places feed into their natural instincts and use them for protection or defense. They are not terribly social animals, typically hunting alone and only seeking out other individuals to mate, but they do have the potential to bond with a dutiful owner.

## Khalar

Rarity **8**, (15%) - [**4000c**]

**Biosignature Tags** - [Large], [Surface-Dwelling], [Reptile]

**Mature Size / Weight** - (l)2m+ / 200kg+
**Age of Maturity / Lifespan** - 5 Standards / 100 Standards+
**Diet** - Omnivore, Wide Variety
**Rough EQ / IQ Potential** - High / Somewhat High
**Description** - Coming up to the waist of a person and reaching sometimes several meters long, one might be forgiven for assuming it is hostile. However, this large creature, despite looking like someone mixed the genes of a large dog, a shark, and a turtle, is actually an extremely proficient scavenger and forager, rather than any kind of useful predator. Defended by overlapping rows of heavy bone plates, this creature utilizes powerful neck muscles and a shovel-shaped skull to tear up dirt, push aside stones, or almost anything else this creature thinks might be between in and a meal, assisted by similarly powerful legs in a pinch. A moderately proficient swimmer, they can even sometimes be found stirring up the floor of bodies of water, looking for things like crabs, clams, or plant roots to eat. As a companion, these creatures are extremely useful in the wilderness, and due to their primary means of defense being a threatening appearance and armour, they tend to be fairly docile and even friendly when domesticated. However, trying to take one into a city or space station might get you some odd looks and very wide berths, if you're allowed at all.
(Items - Rad) Leisure Fittings

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**Cargo Market**

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*Cargo Bay Mods*, *Workstations*, *Vehicle Scanners*, *Vehicle Rooms*, ***Leisure Fittings***

## Game Room

Rarity **5**, (55%) - [**1500c**], [**2500c**], [**4000c**], [**6000c**], [**9000c**]

**Description** - A small but comfortable room equipped with a wall-mounted high-resolution display, room-scale holoprojector, and additional GPU banks for connecting to a commpad for the demands of almost any modern video game. Comes equipped with controls and seats enough for up to four at once.
**Stats** - [0.5ct] - N/A

## Simple Showers

Rarity **3**, (80%) - [**1000c**], [**1500c**], [**2500c**], [**3500c**], [**5000c**]

**Description** - A pair of basic back-to-back standing showers separated by a 3/4 height wall with a storage shelf on top between them, tight but with enough space for one person each, and built-in water recycler.
**Stats** - [0.5ct] - N/A

## Private Bath

Rarity **3**, (80%) - [**1500c**], [**2500c**], [**4000c**], [**6000c**], [**9000c**]

**Description** - A full shower and bath that will finally let you relax, even if you’re running from pirates and flying through hyperspace to an unknown destination. With multiple controllable modes for shower, bath, or sauna experiences, mood lighting, and robust built-in water recycler, it may become your favorite place to be! Fits a very cozy two.
**Stats** - [0.75ct] - N/A

## Bar

Rarity **6**, (40%) - [**2000c**], [**3500c**], [**6000c**], [**10000c**], [**15000c**]

**Description** - This fitting includes the bar itself, half a dozen bar stools, more glasses than half a dozen people could figure out what to do with, basic tools and machines for mixing, and plenty of space for alcohol. Just what every ship needs! Drinks not included. Can store a total of 0.1ct of alcohol that does not count against capacity, each 0.01ct is about 500 servings.
**Stats** - [1.0ct] - N/A

## Kitchen

Rarity **4**, (70%) - [**1500c**], [**2500c**], [**4000c**], [**6000c**], [**9000c**]

**Description** - Equipped with all the comforts of a planetside kitchen, refrigerated storage for fresh food, herb planters, full oven and stove, and more. Now you can cook real meals and never have to look a microwaved ration in the eye again.
**Stats** - [0.75ct] - N/A

## Lounge

Rarity **5**, (55%) - [**1500c**], [**2500c**], [**4000c**], [**6000c**], [**9000c**]

**Description** - A larger room with a variety of comfortable seating, a sizeable low table with digital display and built-in holoprojector, and snack bar with drink dispenser, as well as assorted storage and display spaces.
**Stats** - [0.5ct] - N/A
(Rules - D2) Hindrance: Narcoleptic

### Description:

Your character has a problem staying awake. This might be due to a chemical condition, or it might be due to some sort of conditioning. Regardless, when exposed to a specific stimulus, such as high amounts of stress, enveloping warmth, or being veiled in darkness, they fall asleep. What triggers your pony’s narcolepsy should be decided between you and the GM – the three triggers above are merely suggestions.

Characters with this hindrance can resist the effects, attempting to not fall asleep when presented with their trigger effect, but to do so requires a frustratingly difficult DC 20 intellect roll. If not actively resisting the urge before the trigger is presented, the narcoleptic character may not even be presented a chance to resist.
(Items - Rad) Exotic Ores

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**Cargo Market**

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*Common Crystals*, *Common Gases*, *Common Ores*, *Exotic Crystals*, *Exotic Gases*, ***Exotic Ores***

## Aerosium Ore

Aerosium

Rarity
7, (40%)

Raw Value
200,000c per ct.

Pure Value
50,000,000c per ct.

Base State
Solid

## Nitrodium Ore

Nitrodium

Rarity
3, (80%)

Raw Value
25,000c per ct.

Pure Value
400,000c per ct.

Base State
Solid

## Technomite Ore

Technomite

Rarity
8, (15%)

Raw Value
100,000c per ct.

Pure Value
30,000,000c per ct.

Base State
Solid

## Radonite Ore

Radonite

Rarity
6, (40%)

Raw Value
50,000c per ct.

Pure Value
5,000,000c per ct.

Base State
Solid

## Autodynum Ore

Autodynum

Rarity
3, (80%)

Raw Value
20,000c per ct.

Pure Value
500,000c per ct.

Base State
Solid

## Arconite Ore

Arconite

Rarity
6, (40%)

Raw Value
35,000c per ct.

Pure Value
2,000,000c per ct.

Base State
Solid

## Paline Ore

Paline

Rarity
9, (5%)

Raw Value
2,000,000c per ct.

Pure Value
50,000,000c per ct.

Base State
Solid

## Etherenium Ore

Etherenium

Rarity
7, (40%)

Raw Value
50,000c per ct.

Pure Value
5,000,000c per ct.

Base State
Solid

## Florosite Ore

Florosite

Rarity
8, (15%)

Raw Value
50,000c per ct.

Pure Value
5,000,000c per ct.

Base State
Dust

## Gravisium Ore

Gravisium

Rarity
10, (2%)

Raw Value
5,000,000c per ct.

Pure Value
200,000,000c per ct.

Base State
Solid

## Luamantium Ore

Luamantium

Rarity
Experimental, (0%)

Raw Value
1,000,000c per gram.

Pure Value
25,000,000c per gram.

Base State
Solid
(Lore) Planet: Hama-B I

* Planetary Data
* Colonization Potential {null}
* Primary Inhabitants {null}
* Centers of Civilization {null}
* Major Landmarks {null}
* Biosphere

# Planetary Data

## Geostats

Geostats

Class Flags
[I-], [T-]

Terraforming
None

Atmosphere

Rating
2

Pressure
0.36 atm

Weather
Moderate Danger

Planetary Details

Surface Conditions

Light Levels
290,000 lux

Landmass Makeup
99%+ Dust Deserts, <1% Temporary Ponds

Day Length
74 hours

Year Length
240 days

Season Intensity
Mild

# Biosphere

* Fauna {null}
* Flora
USB4

**USB4** is a USB system specified in the USB4 specification which was released in version 1.0 on 29 August 2019 by USB Implementers Forum.

In contrast to prior USB protocol standards, USB4 requires USB-C connectors, and for power delivery, it requires support of USB PD. In contrast to USB 3.2, it allows tunneling of DisplayPortand PCI Express. The architecture defines a method to share a single high-speed link with multiple end-device types dynamically that best serves the transfer of data by type and application. USB4 products must support 20 Gbit/s throughput and can support 40 Gbit/s throughput, but due to tunneling even nominal 20 Gbit/s can result in higher effective data rates in USB4, compared to USB 3.2, when sending mixed data.

The USB4 specification is based on the Thunderbolt 3 protocol specification. Support of interoperability with Thunderbolt 3 products is optional for USB4 hosts and USB4 peripheral devices, and is required for USB4 hubs on their downward facing ports and for USB4-based docks on their downward and upward facing ports. On the other hand, support for USB4 is required in Thunderbolt 4.
(Lore) Omnibreak Industries

The system of Midi, where the corporation keeps its massive headquarters and production facility, is one of the most active mining systems in the Empire, positively crawling with sketchy miners, traders, and hundreds of small trade stations and mining outposts. This offers a few things to any company in the area; cheap ore and raw materials with low shipping costs and almost no major taxes, and a target on their back for sorts for struck out in more legal endeavors in the system.

Despite that, not only can members of the public get a tour of the facility with no appointment, not that it happens often, but the station keeps no active anti-vehicle or anti-personnel defenses, and boasts a perfect record of zero major thefts and attacks since opening. Some credit the nearby presence of much of the Empire's fleet nearby in Helina, but everyone knew that 99% of those ships had no in-system pilot anyway. The real reason, hidden away by members of the board with desperate urgency, is a highly illegal perception and emotion dampening archanotech field, a relic of much older regulations around the use of magic that the company pays the Empire handsomely to ignore and hide from news.

## Laser Burst Rifles

*[Duality Rad]*

MehkO R8

Cost
x1.1

Rarity
+0

Mods
-1 [damage]+1 [crit damage]+1 [range inc]

MehkO R11

Cost
x1.2

Rarity
+1

Mods
+1 [crit damage]+1 [range inc]
(Items - Rad) Cargo: Empty Cargo

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**Cargo Market**

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*Consumer Goods*, *Crops*, ***Empty Cargo***, *Food*, *Industrial Goods*, *Media*, *Natural Goods*, *Textiles*

## Empty Credsticks

N/A

Rarity
1, (100%)

Raw Value
69,069c per ct.

Pure Value
420,420c per ct.

Base State
Liquid

## Empty Cargo Crates

N/A

Rarity
1, (100%)

Raw Value
69,069c per ct.

Pure Value
420,420c per ct.

Base State
Liquid

## Empty Power Cells

N/A

Rarity
1, (100%)

Raw Value
69,069c per ct.

Pure Value
420,420c per ct.

Base State
Liquid

## Empty Data Storage Drives

N/A

Rarity
1, (100%)

Raw Value
69,069c per ct.

Pure Value
420,420c per ct.

Base State
Liquid
(Rules - D2) Hindrance: Scarred

### Description:

You know that guy whose face looks like it got into a fight with a lawnmower and lost? Yeah, that’s your character. Characters with this hindrance have picked up some sort of horrific (or at least off-putting) looking facial scarring as a result of their past endeavors, possibly as a result of botched medical rolls made to treat facial wounds or of simply not being able to get a wound treated properly in time. These scars can come in almost whatever flavor the player would like; frequent variations are wounds from blasters or from multiple slashes across the cheeks, eyes and nose. This hindrance represents truly disfiguring facial scarring, things that would make even a pony that isn’t obsessed with their appearance deeply depressed, because it’s left them looking at somepony in the mirror that they don’t really recognize any more. This hindrance conveys a -1D penalty to charisma.
(Items - Rad) Wearable Tech

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**Gear Market**

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*Utility Tech*

## Audio Commlink

Rarity **1**, (100%) - [**50c**], [**200c**], [**350c**], [**600c**], [**1000c**]

**Description** - Largely unchanged from the tech that spies and later civilians have been using to communicate for hundreds of years, this microcomputer fits comfortably inside the ear and carefully modulates the volume of background noise with whatever audio feed you're listening to, be that pre-recorded instructions, a live call with your teammates, or music.
**Stats** - Security: 2.

## Morphic Clothing

Rarity **6**, (64%) - [**100c**], [**500c**], [**1000c**], [**2000c**], [**3000c**]

**Description** - Advanced adaptive fabrics allow this clothing to change its colour, texture, and even to a degree shape, all dynamically. It can be programmed remotely from many terminals, and guarantees that every day can be a fresh look.
**Stats** - Security: 1.

## Neural Bridge

Rarity **3**, (91%) - [**100c**], [**500c**], [**1000c**], [**2000c**], [**3000c**]

**Description** - This headset allows organic beings to link directly with computer systems in their brain, allowing extremely fast control over whatever they're connected to.
**Stats** - Security: 4.

## Neural Commlink

Rarity **4**, (84%) - [**80c**], [**350c**], [**700c**], [**1500c**], [**2500c**]

**Description** - The inevitable union of the audio commlink and neural bridging technology, this tiny patch sticks comfortably to the skin just behind the ear, and allows the user to use all the functions of the audio commlink without any actual sound being produced, incoming or outgoing.
**Stats** - Security: 3.

## Targeting HUD

Rarity **3**, (91%) - [**100c**], [**500c**], [**1000c**], [**2000c**], [**3000c**]

**Description** - A simple headset that tracks all moving and potentially threatening targets in visual range, gives weakness analysis, aiming guidance, and incoming attack warnings, all overlayed over the real world in your vision.
**Stats** - Security: 2.
(Items - Rad) Vehicle Scanners

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**Cargo Market**

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*Cargo Bay Mods*, *Workstations*, ***Vehicle Scanners***, *Vehicle Rooms*, *Leisure Fittings*

## Advanced Combat Scanners

Rarity **2**, (90%) - [**5kc**], [**10kc**], [**20kc**], [**35kc**], [**50kc**]

**Description** - Designed for all possible combat needs of a vehicle, this scanner array and bank of signal processing units grant vastly increased visibility of otherwise hidden vehicles in combat range, allowing detection through magnetic interference, on the far sides of minor celestial bodies, as well as when targets are entirely powered off. Additionally, integrated combat algorithms can quantify the exact strength of an enemy vehicle's offensive and defensive power and potential, for reference at strategizing.
**Stats** - [0.2ct] - N/A

## Mining Scanners

Rarity **1**, (100%) - [**1000c**], [**1500c**], [**2500c**], [**3500c**], [**5000c**]

**Description** - These scanner upgrades can detect the presence of known and suspected valuable resources with significantly increased accuracy and power, as well as simply any non-standard elements, gasses, or crystal formations, that it happens across. Can easily pierce several kilometers of solid rock, planetary atmospheres, and oceans.
**Stats** - [0.1ct] - N/A

## Salvage Scanners

Rarity **2**, (90%) - [**1000c**], [**1500c**], [**2500c**], [**3500c**], [**5000c**]

**Description** - Capable of detecting primarily the presence of refined rare materials that would indicate technological debris of a certain level, these scanners assist in detection of ruins, wrecks, and other abandoned sites, as well as automatically sorting valuable parts of a junk field from what is essentially of no value and suggesting recovery strategies and necessary equipment.
**Stats** - [0.1ct] - N/A

## Advanced Exploration Scanners

Rarity **2**, (90%) - [**1000c**], [**1500c**], [**2500c**], [**3500c**], [**5000c**]

**Description** - These scanners include specialized hardware for detecting gravitational disturbances, stellar and planetary radiation on all spectrums, as well as basic elemental composition, atmospheric conditions, and biological activity. Given enough time it can even make guesses about major past activity of celestial bodies or disturbances to the system in the past on a grand scale, such as large-scale mining efforts, extinction events, solar flares, and more.
**Stats** - [0.2ct] - N/A
(Rules - D2) Hindrance: Abused

### Description:

Characters with this hindrance come from a background of physical and/or mental abuse that they suffered on a regular basis. They are reluctant to trust anyone that they might associate with the abusing party, and are generally distrustful of other ponies. This hindrance should play out differently than the “slave” hindrance, but because of the poor treatment of slaves, the two might be frequently linked.
Abused characters tend to flinch an awful lot, have nightmares about their past, and respond with violent or emotional outbursts whenever they believe they’re being forced to do something against their will. This is doubly true when they realize that they’ve done something against their will after the fact. In close range combat, especially when engaged in melee or unarmed combat, abused characters take a -2 accuracy penalty towards anyone who might remind them of their abuser(s). When recalling their history of abuse for any reason (for example, when they see someone who looks an awful lot like one of their tormentors), they become distant or emotional, giving them a -1D on their charisma stat. They may also react poorly if any character they associate with preventing their abuse comes to harm.
(Items - Rad) Companions: Terran Work Animals

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**Companion Market**

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*Enclosure-Bound Pets*, *Tiny Travelling Pets*, *Base-Wandering Pets*, *True Travel Companions*, ***Work and Utility Animals***, *Restricted and Combat Animals*

# Terra-Born Work and Utility Animals

## Frontier Horse

Rarity **4**, (70%) - [**1500c**]

**Biosignature Tags** - [Large], [Mammal], [Land-Dwelling], [Rideable]

**Mature Size / Weight** - (h)1.3m+ / 400kg+
**Age of Maturity / Lifespan** - 5 Standards / 40 Standards+
**Diet** - Herbivore, Wide Variety
**Rough EQ / IQ Potential** - High / Somewhat High
**Description** - Still employed across the galaxy for labor, transportation, and general companionship, horses are more common at the edges of the galaxy, but horseback-based sports persist in popularity in some more populated parts of the galaxy, and some people even keep a horse on their ship, preferring it to other available forms of transport. Their natural traction on a wider variety of surfaces has seen improvement, as has the overall strength of their legs and the stability of their digestive systems, making them more durable and sturdy than ever, and giving them the ability to eat a much wider range of plant mass than 'normal'. They are very loyal, and social animals; in the likely absence of other horses, they will heavily rely on the company of people for their mental health. They can however, under ideal circumstances, leave nearly as long as their owners.

## Chelonian

Rarity **3**, (80%) - [**200c**]

**Biosignature Tags** - [Medium], [Reptile], [Land-Dwelling]

**Mature Size / Weight** - (h)0.4m+ / 100kg+
**Age of Maturity / Lifespan** - 3 Standards / 200 Standards+
**Diet** - Herbivore, Wide Variety, Photo-Assisted
**Rough EQ / IQ Potential** - Somewhat Low / Somewhat Low
**Description** - One of the biggest sources of pride for the colonization tech industry, at least when it comes to utility animals; this species of large, long-lived turtle was likely the first of its kind in science. Possessing a form of modified chlorophyl that grows naturally in their shells, they are orders of magnitude more efficient at absorbing sunlight, an extremely abundant resource in the galaxy. To put that to better use, and in combination with a steady intake of any and all plant matter, these turtles have been modified to be egg-layers in the fashion of chickens; laying anywhere from 1-6 eggs a day, depending on age, each of which is about 16mt. These eggs are about the size of an orange, and very rich and high in calories, making excellent food. Chelonian eggs are a common trade good, keeping well at a variety of temperatures.
(Items - Rad) Large Explosives

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**Gear Market**

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*Grenades*, ***Large Explosives***, *Medical Drugs*, *Other Gear*, *Recreational Drugs*

## Warp Star

Rarity **Experimental**, (0%) - [**2000c**], [**3500c**], [**5000c**], [**7500c**], [**10000c**]

**Description** - The 'street' name, essentially, of what is in reality a bootleg modification to a large fusion cell designed to overcome every safety setting, this device can easily level buildings, destroy vehicles, and kill even the most well armoured.
**Stats** - [R] Takes 1 minute, deals 5 + (Rating) damage to entities in medium range, 15 + (Rating \* 2) to those in short range, and 30 + (Rating \* 4) to those in close range.

## Smoke Megaton

Rarity **7**, (51%) - [**500c**], [**750c**], [**1100c**], [**1500c**], [**2000c**]

**Description** - A barely-portable explosive charge packed with smoke-producing compounds. A minute after having been ignited, it will have covered small towns in a blanket of incredibly thick but nontoxic smoke.
**Stats** - [R] Takes 1 minute, makes all attacks into or from long range around it require (Rating) more successes than normal, lasts 1 hour.

## Regen Supercharge

Rarity **7**, (51%) - [**500c**], [**750c**], [**1100c**], [**1500c**], [**2000c**]

**Description** - Developed for use in areas of extreme damage like warzones, these backpack-sized devices fill the air in a large area with a mist containing every manner of healing chemical and biological booster that science could muster. It's also calorie-dense and contains trace but useful amounts of water, guaranteeing everyone in range can get some use out of it, no matter what ails them. It can be digested, inhaled, or even just touched, for the effects to function.
**Stats** - [R] Lasts (Rating) minutes, grants 2 Stability and restores 2 HP, both only to max, to entities in medium range that spend at least 4 actions within range.
(Lore) Eclipse Galactic

Another survivor of the precursor-artifact gold rush after the end of the corporation wars, the family that would own the company for the next two centuries stumbled across a metallurgical secret that made them rich beyond compare. Initially they produced only parts that would be sold to other corporations, but as the corporation settled itself, production switched to industry-leading weapons and multitools. Countless attempts were made to replicate they secret processes, but secret was extremely good, the results of a galaxy-famous amount of paranoia.

The entire production facility was designed analog; leaving absolutely nothing that a data-thief could take. All controls were contained in the same vault, surrounded by every manner of protective wall money could buy, layer after layer. The only way in, if on the extremely rare occasion that something needed changing, was a door with four parallel rows of 32 laser tumblers designed to perfectly measure a single key that the head of the family always kept. It was made of an extremely advanced platinum-iridium alloy designed for stability and durability, and in some ways it was like the crown to go with the throne.

In what likely came as a surprise for very few, eventually someone got bold enough to try directly for the key and the secrets of the company. A few decades into the start of the great war, the transport of the head of the family was attacked in space, and a boarding party moved in for the key. Something went catastrophically wrong, however, when the main reactor of the transport went critical and destabilized, and both ships were completely destroyed, with no survivors. If it even survived the explosion with no damage, the key was lost to deep space. A bounty is out for anyone who can recover the key, offered controlling power of the company, but chances it still exists in useable shape are astronomically low, and the company's future is uncertain for the first time in generations.

## Laser Burst Rifles

*[Duality Rad]*

MehkO R8

Cost
x1.1

Rarity
+0

Mods
-1 [damage]+1 [crit damage]+1 [range inc]

MehkO R11

Cost
x1.2

Rarity
+1

Mods
+1 [crit damage]+1 [range inc]
(Rules - D2) Hindrance: Pacifist

### Description:

Ponies with this hindrance don’t think it right to go around shootin’ folk just for looking like pirates. Or even for being pirates. Or, in some cases, even for shooting at you first! Pacifists take “do no harm” to an extreme, and will try to reason with whoever or whatever is attacking them whenever they believe it is possible. Only when all other options are exhausted will a pacifist pony resort to violence, and even then only in self-defense, or in defense of their friends. Hostages, for example, will not be allowed to come to harm if a pacifist pony has any say.

Pacifist ponies aren’t fools; if they’ve had to shoot a member of a specific group in defense of themselves

of their friends before, they’ll probably not try to reason with any other members of that group unless they can do

so safely. They’ll still try to avoid hurting them if possible, though, and will feel quite badly about it if somepony

comes to harm in a way that they feel they could have prevented. This may trigger a guilty conscience.
(Rules - D2) Hindrance: Prejudiced

### Description:

Some ponies see the world in black and white. We’re good; they’re bad, end of story. They believe that one group or groups is inferior to another group or groups, usually based on bad information or, more often, fear and misunderstanding. Characters with a prejudice against a specific group take a -2D penalty on their charisma stat to interact with that group, even if they’re trying to hide their prejudice. If they don’t try to hide it, they may simply be refused service altogether (or be doing the refusing themselves). Some examples of targets for prejudices include: members of the Solar Empire, members of the New Lunar Republic, of a particular corporation, gang members, other races, etc.
(Items - Rad) Spaceflight Deployables

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**Cargo Market**

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*Colony Tech*, ***Spaceflight Deployables***

## Solar Satellite

Rarity **4**, (70%) - [**1000c**], [**1500c**], [**2500c**], [**3500c**], [**5000c**]

**Description** - A ready-to-launch satellite folded neatly up into a cube, ready to go to work collecting solar power to jumpstart your hyperdrive. Can be reused indefinitely assuming basic care is taken during use, but it will not survive an active combat situation. Requires an hour to charge per hour to be spent in hyperspace during the planned jump, and can only charge for one jump at a time.
**Stats** - [0.15ct] - Charges up the hyperdrive to make one jump at a time, an hour to charge per planned hour of jump.

## Escape Pod

Rarity **2**, (90%) - [**1000c**], [**1500c**], [**2500c**], [**3500c**], [**5000c**]

**Description** - Fits one person with only a little bit of room afforded to comfort, comes equipped with basic water recycler, rudimentary medical scanner and supplies, system-range transmitter, ion thrusters and control surfaces for limited sublight spaceflight, and food and water storage for 10 days. The pod can even handle re-entry and landing on standard planets, with parachutes to slow decent and heat shielding serving double-duty to protect the pod from attacks.
**Stats** - [0.20ct] - Fits one, provides needs for survival for 10 days and limited sublight travel.
Aiyana

### Relations

Ayuma, Adahy, Alaqua (family)Neocruzi (enemy)Lyra, Talia (mentors)Clovie, Danila (friends)

## Appearance

### Height

5'

Aiyana is the protagonist of her own character arc, Crimson Flower's Tale. In the arc, she aims to seek out the true meaning of her Crimson Flower and repair her relationship with her sibling Ayuma, while meeting new friends on the way.

## Appearance

Aiyana appears as a Nightowl with brown hair and eyes. She wears a white tube top, covered by a brownish red cardigan. She also wears white shorts and brown combat boots, all made of leaves. Most importantly, Aiyana wears a flaming flower on her head, although it cannot be removed.

## Personality

Being a Nightowl, Aiyana has narcolepsy, which makes it difficult for her to train. She also has dysphonia, a disorder in the vocal cords, and a possible learning disability, which makes her silent as a result.

Despite these complications, Aiyana still strives to work hard and become proficient with the sword. She does training starting from midnight, and would train on a dummy that looks like her sibling,

However, once she received the Flaming Flower, she became unwilling to fight, afraid that she would end up killing the rest of her family. This is because her Flame Power was unusually strong, causing Aiyana to accidentally spark flames in her sword and burn her mother to death.

As Aiyana discovered more secrets by going into exile, she was able to befriend Clovie and Danila, despite her not understanding the former's speech and antics. She was also able to convince Talia not to assassinate her after simply asking about her sibling.

## GamerGram Profile

### @aiyanaNOA

* Display name: Aiyana Deere
* Bio: aiyana, of the nightowl association / female / 18 / ask questions to @ayumaNOA please they know everything
* Status: Inactive
* Posts: There are none as she does not know how to post

## Abilities

* **Flame Power**: Aiyana's Flaming Flower offers her a strong flame power. However, it is controlled by Neocruzi, so she cannot control when to release its power, until Talia was able to douse out the flame and "reprogram" it. The flower has severe side effects; it caused a dangerously high fever in Aiyana's body and left her with breathing complications. This was fixed when she arrived to the Pixie Valley and met Clovie and Danila.

## Trivia

* Aiyana is based on one of the creator's plushies, an owl resting in a Christmas stocking.
* She was originally supposed to be a Genshin Impact OC, however this was scrapped when the creator realized she cannot draw.
* Although Aiyana has an elemental advantage over her sibling, she decides not to fight them because she believes that they should not fight, for the sake of preserving the existence of the Nightowls.
* Aiyana does not know how to post in GamerGram, despite Danila teaching her multiple times, so she asks in her bio to forward any questions to Ayuma.
* If Aiyana were in an AU version or KendallVerse, she would take Krav Maga instead of the sword.
(Rules - D2) Hindrance: Clumsy

### Description:

While it is certainly difficult to be able to manipulate objects with your hooves, your character is worse at it than most. It’s not that they don’t try to be careful; they just don’t know what went wrong! Clumsy characters, while not necessarily lacking grace or agility, are very prone to mess up delicate tasks such as lockpicking, mixing chemicals, delivering mail, fixing a ship’s hull, reloading weapons, bomb defusal, and carrying delicate glass vials. This hindrance makes such delicate tasks more difficult, incurring a -1 penalty to the agility stat. Additionally, when clumsy characters do mess up, they tend to mess up more catastrophically than others. To reflect this, when the wild die is rolled as a 1 on any physical stat or their subskills, all other 1’s rolled are also then treated as failed wild dice.
(Items - Rad) Ballistic Guns

```
**Gear Market**

```

***Ballistic Guns***, *Magnetic Weapons*, *Melee Weapons*

## Ballistic Assault Rifle

Rarity **4**, (84%) - [**600c**], [**1600c**], [**3000c**], [**4500c**], [**7000c**]

**Description** - A semi-automatic, burst fire weapon that fires conventional metallic or ceramic rounds, it has decent lethality to unarmored targets, but struggles in tests of accuracy.
**Stats** - Range: short. DMG: 3. Stat: Resilience.

## Ballistic DMR

Rarity **5**, (75%) - [**600c**], [**1600c**], [**3000c**], [**4500c**], [**7000c**]

**Description** - Typically either semi-automatic or bolt action, these longer-barreled weapons fire single, large, high-accuracy shots, designed to pierce armour with high precision, but without the extreme range or bulk of a sniper rifle.
**Stats** - Range: medium. DMG: 2. Stat: Agility.

## Ballistic LMG

Rarity **7**, (51%) - [**1200c**], [**3000c**], [**6000c**], [**9000c**], [**14000c**]

**Description** - One of the largest, heaviest weapons available on the market, this gun fires a hail of medium-sized rounds that, for a huge ammo bill, provide nearly-unmatched ballistic damage potential.
**Stats** - Range: short. DMG: 4. Stat: Resilience.

## Ballistic Pistol

Rarity **3**, (91%) - [**400c**], [**1000c**], [**2000c**], [**3000c**], [**5000c**]

**Description** - A smaller weapon used for self-defense and show primarily, it still fires lethal rounds in close range and can be quite accurate.
**Stats** - Range: short. DMG: 2. Stat: Agility.

## Ballistic Shotgun

Rarity **4**, (84%) - [**450c**], [**1200c**], [**2500c**], [**4000c**], [**6000c**]

**Description** - A heavier weapon known for its close-range stopping power, shotguns differ primarily in the fact that they use scattered waves of small projectiles that overall cause huge damage, rather than small numbers of much larger rounds.
**Stats** - Range: close. DMG: 3. Stat: Resilience.

## Ballistic SMG

Rarity **4**, (84%) - [**600c**], [**1600c**], [**3000c**], [**4500c**], [**7000c**]

**Description** - A smaller weapon that still packs quite a punch, it has short range and typically fires a burst of several small rounds, or sometimes uses a full-auto mode, to tear through a target.
**Stats** - Range: short. DMG: 3. Stat: Agility.

## Ballistic Sniper Rifle

Rarity **6**, (64%) - [**1300c**], [**3200c**], [**6500c**], [**10000c**], [**15000c**]

**Description** - A bulky, long weapon, primarily bolt action, these rifles push range and power to its peak, firing single, large, high-accuracy shots, designed to maintain precision and lethality over huge distances.
**Stats** - Range: long. DMG: 3. Stat: Agility.

## Radonite Energy-Shifter Bow

Rarity **4**, (84%) - [**200c**], [**600c**], [**1000c**], [**1500c**], [**2000c**]

**Description** - A high-power, advanced version of one of the oldest ranged weapons invented, using direct energy capture from torsion generators in the arms, this weapon fires 80 gram arrows of all kinds. Ask your local merchant for options.
**Stats** - Range: medium. DMG: 2. Stat: Resilience.
(Lore) Synthium

## Synthium Long-Range Transport

*[Duality 1]* *[Duality 2]* *[Duality Rad]*

The galaxy is becoming a more dangerous place every day, however, and as wars and changing economic landscapes disrupt the shipping safe havens that used to dominate the galaxy, designs like this one slowly fall out of favour. Now, it sees use more in places where every hour spent in hyperspace counts, such as the many models re-fit for data transport, or where refueling regularly just isn't an option. Endless hackjob mods are used to divert power from the engines to the shields to increase defense potential, and it remains a relatively popular choice for transport of high-value goods.
Synthium Long-Range Transport

Class
Class 1, Shuttle

Cost
65,000c

Rarity
6, (40%)

General

Crew
2

Utility

Cargo Space
2.0ct

Passengers
4

Length
12m

Size
8.5ct
The Manticore

The *Almsgiver* is the smallest vessel of Tefyrthana’s fleet, a two-masted composite clipper ship utilizing iron spars with wooden hull and copper sheathing, manned by a crew of twenty naval officers. Its regular cyclical voyages, and those of its sister vessels – the Benevolent, the Openhand, and the Public Spirit – are sponsored by the black dragon herself, who is immune to the Pestilence and has made it her mission to relocate at-risk citizens of neighboring kingdoms to her native Demor. Where its magical steamship fellows make the voyage from Lefwyne to Nereth in about three weeks – slowed by their own bulk, the absence of canals, the closure of shipping routes and regular ports, and the limits of the newly developed magical engines – the comparatively puny Almsgiver speeds through the journey in a fortnight, carrying about 80 passengers.

Following the wreck of the *Almsgiver*, the adventurers left stranded on its decks refurbished the ship, renaming it the *Manticore* (or alternately the *Spoon*).
(Lore) Star System: 13-18 Lybra

* Star(s)
* Lybra I-A
* Lybra I-B
* Lybra II
* Lybra III, Lybra Prime

# Planet

## Lybra I-A

Lybra I-A

Class Flags
[H]

Terraforming
None

Atmosphere

Rating
0

Pressure
0.0 atm

Weather
None

Planetary Details

Surface Conditions

Light Levels
270,000 lux

Landmass Makeup
96% Rock, 4% Volcanic Flows

Day Length
7.3 Hours

Year Length
0.4 Standards

Season Intensity
None

# Planet

## Lybra I-B

Lybra I-B

Class Flags
[H]

Terraforming
None

Atmosphere

Rating
0

Pressure
0.0 atm

Weather
None

Planetary Details

Surface Conditions

Light Levels
220,000 lux

Landmass Makeup
98% Rock, 2% Volcanic Flows

Day Length
13 Hours

Year Length
0.4 Standards

Season Intensity
None

# Planet

## Lybra II

Lybra II

Class Flags
[T-]

Terraforming
None

Atmosphere

Rating
0

Pressure
0.0 atm

Weather
None

Planetary Details

Surface Conditions

Light Levels
108,000 lux

Landmass Makeup
100% Rock

Day Length
94 Hours

Year Length
1.3 Standards

Season Intensity
None

# Planet

## Lybra Prime

One moon is natural, one is totally artificial and serves as a massive computer database, tethered in geosynchronous orbit to the planet by a flashy energy-beam.
Lybra Prime

Class Flags
[M]

Terraforming
Minor Planetary

Atmosphere

Rating
7

Pressure
1.22 atm

Weather
Dust Storms, Low Danger

Planetary Details

Surface Conditions

Light Levels
44,000 lux

Landmass Makeup
100% Rock

Day Length
31 Hours

Year Length
1.72 Standards

Season Intensity
None
(Lore) Tyronal Shipyards

## Tyronal Templar

*[Duality 1]* *[Duality 2]* *[Duality Rad]*

The problem was, there were few who needed to move large numbers of people and cargo around, who cared about looks or the overall comfort of the crew, and who could afford to pay almost double what an equally-qualified cheap Cargo Frigate would cost. Some would be retrofit into the private, portable mansions of the elite, some served as long-term habitation centers for pop groups, sports teams, and others with money to spare, and some were used to transport and sell luxury goods that were otherwise hidden from view, serving as showrooms. However, since they were non-combat vehicles, the market pretty quickly reached saturation, and less were produced every year. Now, even after the end of production, they are relatively easy to find, with new and even used models often serving as the show piece of ship merchants.
Tyronal Templar

Class
Class 2, Cargo Frigate

Cost
550,000c

Rarity
8, (15%)

General

Crew
5

Utility

Cargo Space
60ct

Passengers
65

Length
54m

Size
207ct

## Tyronal Covenant

*[Duality 1]* *[Duality 2]* *[Duality Rad]*

Tyronal Covenant

Class
Class 2, Cargo Frigate

Cost
600,000c

Rarity
10, (2%)

General

Crew
4

Utility

Cargo Space
40ct

Passengers
40

Length
43m

Size
140ct

## Tyronal Overlord

*[Duality 1]* *[Duality Rad]*

Despite that, it was one of their best-selling models to date, purely because they succeeded at pricing-out the competition. Pilots could live comfortably while stationed, ready to spring into battle in better condition than the competition. Medical crews with landers ready to make landfall on a war-torn planet, with the ship itself serving as defense. Squads of elite troops, with dropships ready to take them to their missions. Businesspeople in dangerous territory, with the selection of personal transports to take them planetside and covering fire in case of attack. There were few groups who couldn't see the appeal, and the Overlord did manage to successfully bring Tyronal back into financial success.
Tyronal Overlord

Class
Class 2, Command Frigate

Cost
350,000c

Rarity
8, (15%)

General

Crew
4

Utility

Cargo Space
15ct

Passengers
10

Length
28m

Size
49ct
(Rules - D2) Hindrance: Half-Decked

### Description:

Ever heard the expression “Not playing with a full deck?” Your character is who it’s talking about. Your character’s mind is completely intact; they’re simply not completely aware of what’s going on around them. They might act like they’re in a different place, or do things that are seemingly pointless, like water dead flowers, attempt to bake muffins in an oven that isn’t hooked up, or write invitations to a garden party they claim they’re having next week. Ponies with this hindrance tend to be very smart, but because they frequently lose touch with reality they don’t necessarily have a high rate of survival when the bullets start flying. This hindrance, it should be noted, can be very difficult to role-play. Whenever a character with this hindrance starts play, roll intellect DC 15. If they succeed, that character is lucid for the rest of the session, and may act as such. If they only succeed over DC 10, then the next time that character is put under stress (combat being a prime example of what we’re defining as “stress”) then they must roll once per round (six seconds) or once per five minute period outside of combat until they either succeed over 15 or fail below 10. If they fail, they will revert to acting as if they are in a better place.
Note that they may end up there, as the source of stress hasn’t necessarily disappeared; bullets may still be flying. While in their half-present state, they may make remarks and communicate with other players (though usually not coherently or in a way that pertains to the current situation), and will continue to respond in a cooperative fashion to suggestions or physical attempts to move their person.
(Lore) Star System: 13-18 Peloce

* Star(s)
* Peloce I {null}
* Peloce II {null}
* Peloce III {null}
* Peloce Belt I
* Peloce IV {null}
* Peloce V
* Peloce Belt II
* Peloce VI

# Planet

## Peloce V

Beyond its mesmerizing visuals, Peloce V harbors more secrets. Beneath the icy crust, a vast network of subterranean tunnels weaves through the planet's mantle, a testament to a lost and forgotten history. Archaeologists and historians are drawn to this world, eager to uncover the mysteries hidden within the frozen catacombs, but no identifiable remains of either natural tunnel-boring creatures or intelligent design have been uncovered. Those that travel to this surreal snowy realm, driven by the allure of discovery, quest to unravel the secrets of a world that stands as a testament to both the beauty and danger of the cosmos.
Peloce V

Class Flags
[F], [Y]

Terraforming
None

Atmosphere

Rating
0

Pressure
0.0 atm

Weather
None

Planetary Details

Surface Conditions

Light Levels
10,000 lux

Landmass Makeup
{null}

Day Length
46 Hours

Year Length
66.8 Standards

Season Intensity
Average

# Planet

## Peloce VI

Millions of years later, it would become host to the city of Trynn; deep in the ravine, buildings set into the massive cliff faces connect to large bridges that crisscross the void, other buildings floating in the gap in one big web of supports, bridges, pipes, and cables. The whole city is wrapped in a huge air retention field, with several permanent field stabilizer stations scattered around the city on either side, and antigravs scattered throughout the city bring the force of gravity within city limits down to a reasonable 1.2g.
Peloce VI

Class Flags
[F], [G], [U]

Terraforming
None

Atmosphere

Rating
0

Pressure
0.0 atm

Weather
None

Planetary Details

Surface Conditions

Light Levels
2,500 lux

Landmass Makeup
{null}

Day Length
30 Hours

Year Length
495 Standards

Season Intensity
None