recursal/Fanatic-Fandom huggingface dataset:
Karl Jensen

**Karl Jensen** is an EU special forces soldier who served under Captain Scotty Ross during the Valentine's Day Disaster. He is the son of African War Veteran Arne Jensen. After the Valentine's Day Disaster, Karl was forced to remain in Atlas due to the intense manhunt orchestrated by the Atlas Intelligence Agency.

## History

Karl Jensen was born as Arne Jensen shipped out to war. His father stayed just long enough to hold his son before he went forth into the most devastating war in human history.

Karl grew up in the northern town of Nordfjordeid. When his father returned home from the African War, he began helping him out and learned much of the Mechanic's trade throughout his teenage years. While living in Nordfjordeid, Karl was introduced to Scotty Ross. Scotty Ross introduced Karl to his squad, and the EU military. Karl signed up at 18 and was assigned to Scotty Ross' squad at his request.

### The Valentine's Day Disaster

Karl Jensen went into the belly of the beast that was Area 51 alongside Scotty Ross. He was one of the only survivors. Through the bowels of the facility, he was pummeled by Eric Connelly, shot at by several powerful soldiers and even crossed weapons and defeated a genuine Metahuman Soldier. At the end of the day, however, he stood by Dmitrei Ivanov-Wilheim and Samantha Ko as the last raiders standing.

### Valentine's Day Aftermath

Whilst his comrades were able to flee overseas, Karl Jensen was faced with dilemma- before dying, Harrison Parker had given Karl a shot of a mysterious chemical to 'keep it safe' for later study. Unwittingly, Parker had accidentally given Karl Jensen a large dosage of Gene Five that began to reshape his genetic structure. Due to not receiving any actual Genetic Modifications alongside the bonding agent, Karl experienced strange mutations that did not fit the pattern of any established Metahuman modifications.

### Evacuating VI

Karl spent the next few years trying to figure out how to get Hyperion VI out of Atlas. Karl developed a network of decoys and agents, eventually coming to adopt one of the decoys as his daughter. However, Karl eventually figured out a solution to the Atlasian border. Karl Jensen finally made his public reappearance, facing down against Reclamation Squad in a climactic battle where he went all-out in an effort to draw maximum attention. In the process, Hyperion VI was smuggled into the Soviet Union and moved on to the EU, completing Jensen's mission.

### Gagefall

Karl and his daughter Scarlet settled down with the Adamantine Guard after their escape from Sao Paulo. Over the year they spent at the base, Jensen was forced to keep his head down after his stunt in Brazil.

His outlook was changed after the bloodbath of Gagefall, and his trust in Diego Torres was shown to be completely misplaced. Siding with the newly named Gage Resistance, Karl left the Adamantine Guard, humiliating Torres in the process.
Valor MacGregor

**Valor MacGregor** is a Scottish Special Forces soldier. He was too young to fight in most of the African War, but was able to deploy at 18 to catch the dying days of the war. He fought in the Battle of Cape Town, and was eventually selected for Scotty Ross' black ops team after the war's conclusion. He specializes in ambushes and night-time operations.

### Valentine's Day Disaster and Death

Valor MacGregor was involved in the Valentine's Day Disaster attack on Area 51. He was caught off-guard by an ambush, ironic considering his specialization, and was badly injured by automatic fire. He took cover in an empty tank within Hangar 19, but was silently murdered by Phillipe Videlle with a switchblade in the dark.
Melee Combat

When a combatant draws a melee weapon and enters within melee range of an hostile, the hostile automatically enter an engaged state. If the hostile also has a melee weapon, the initial combatant is also set into an engaged state. While in this state, the engaged individual has their Speed reduced to 0, and is unable to disengage without passing an Athletics or Acrobatics check against their Combat DC, which is calculated as 8 + their Proficiency + either their Strength or Dexterity. If they attack and damage the enemy, they are also disengaged.

## Melee Weapons

### Melee Weapon Rules

Most Melee Weapons have a maximum range of 5ft, asides from weapons with the Reach keyword, which grants the weapon extra reach equal to the amount specified.

### Melee Damage

Melee Weapons generally deal 3 base types of damage:

* Bludgeoning
* Piercing
* Slashing

Each damage type has a different effect on the target when they are hit by a melee weapon.
Zoey Connelly

### Relatives

Eric Connelly, Anna Connelly, Eliza Connelly, Hyperion I, Hyperion II, Hyperion VI, Hyperion VII

## Physical description

### Eye color

Green

**Zoey Connelly** was the eldest daughter of Eric Connelly. She was murdered along with her mother in 2032.

## History

Zoey grew up mainly in New York City, with occasional stays in Washington DC due to her father's business in Arlington. She was good friends with her siblings, as General Connelly would regularly take his family as well as mostly Hannah Stewart to his holiday house on Lake Steiger in Oregon. She met Sebastian Moss twice during 2031 whilst on holiday, and was apparently looking forward to meeting her other siblings before her death.

She was reportedly killed by Kirill Sokolov when the Connelly home was attacked. Though her mother's body was recovered, her corpse was believed to heave been vaporized. The only lead the Atlas Security Forces has was the word of the grievously wounded Michael Crow, and all he could do was name the culprit. It is believed Sokolov murdered her with plasma, a horrific agonizing death that leaves no evidence.
Fortunate

Some people are simply just lucky. The Fortunate Prestige Class gives those who take it the chance to turn the battle in their favour.

## 1st Prestige

### Stacked Odds

**Choose one of these two abilities:**

* When you roll a Natural 1 on any Strike Roll, Saving Throw or Ability Check, you may reroll the dice and must take the new roll even if it is a 1.
* Your now Critically Hit on a roll of 19 or 20.

### Lucky 7

When you roll a seven on the d20 for a Strike Roll, you must roll on the Luck Table at the bottom of the page.

## 2nd Prestige

### Critical Banker

When you roll a Natural 20 on the d20, you can choose to reroll and take the new result, 'banking' the 20 for later use. You can then apply this 20 later on in place of rolling. You may only store one critical at a time, and you lose any stored criticals on a Long Rest.

### Lucky Genetics

Place a single point into two Ability Scores of your choice.

## 3rd Prestige

### Inexplicable Fortune

When the going gets tough, things just seem to fall into place for you. You gain a single Luck Point, which can be used to gain Advantage on any roll you make or force Disadvantage on any Strike Roll targeting you. You gain an additional Luck Point for every additional Prestige Level you take in this class.

### Lucky Genetics II

Place a single point into three Ability Scores of your choice.

## 4th Prestige

### Exploding Criticals

When you roll a Critical Hit, you may roll again to 'confirm' the critical. If this second roll beats the target's AC, you now deal **3x** damage as opposed to 2x. After this, you may roll a *third* time to confirm again. If this roll would hit the target and is *higher* than the previous roll, your attack now deals **4x** damage.

## 5th Prestige

### Critical Investor

You may now store up to **two** rolls of 20 with your Critical Banker ability.

### Nuclear Criticals

Your maximum critical modifier is increased to **10x**.

## Luck Table

This is the Luck Table, the source of your insanity. When you roll on the Luck Table, you roll a d20 and take the result. If the result is unreasonable of could not happen, it is discarded. The Elusive Spectre wields a .44 Revolver (2d8+5 Piercing) whenever they appear.
Joshua Eales

**Joshua Eales** is an extremely powerful Metahuman created by Dr William Carrow. After Carrow was taken back into the Atlas Research Division, Eales was inducted into the Atlas Protectorate by Dr Konrad Valcz. He usually works alongside the Hyperion Soldiers, and Eales has been confirmed to be closer to their level in strength than most Atlas super soldiers.

## History

Joshua Eales originally joined the military with his best friend Jeff Trevor. They went through basic training together, but only Eales was selected for special training at Northern Guard Military Academy. Eales then went to the first three weeks of the course, making many new friends before he was brutally murdered by Mr Phobos in a terrorist attack.

### Resurrection

Eales was resurrected by Dr Carrow two hours after his death. Carrow was forced to utilize large amounts of Synthetic Gene Five in order to stabilize and revive Eales. When questioned of why he saved Eales as opposed to any of the other cadets massacred by Phobos, Carrow replied by pointing out why Eales had been inducted into the Academy- his medical report. Carrow had been watching Eales as well as Miss Callaghan, Mr Van der Bayne and Lt Watson. Eales had a unique biological structure that would make him easy to modify, and this alone made the Atlas Defense Force interested in him. So in resurrecting Eales, Dr Carrow also exposed him to an experimental catalyst of his own design- the same he used on Ruby Callaghan- that set off a chain reaction in Eales' biology that led to extreme mutation.

### Observation

Eales was sent to the laboratories of Dr Konrad Valcz immediately, and Valcz was immediately interested in studying Eales' unique situation. He observed Eales' mutations in a sterile environment for 6 months, and after he considered Eales' mutations to have peaked- in which Eales' innards had grown outside his body- Valcz applied Gene Five treatments to fully revert him to a stable human form. Eales had been exposed to so much Gene Five at that point that he began to evolve in a stable manner similar to Proto-Hyperion subjects. With some more nudging by Dr Valcz, Eales was fully restored to a functioning human being. While he was still weak after his mutations, Dr Valcz used the Steinmetz Engine to erase his memories of the torturous observation period.

### Enhancement

Eales was then further experimented on by Dr Valcz, who convinced Eales he had been selected for enhancement due to his biology and heroic traits. Eales was enhanced to a level where he could outperform most Hyperion-Based Metahuman Soldiers, although he is still far weaker than true Hyperion and Proto-Hyperion Soldiers.

### Hero

Joshua Eales was then revealed to the public as an Atlas born-and-bred superhero. His public backstory was very crafted, telling of his brutal 'injury' at the hands of a Resistance 'monster' and his restoration by the generous Coalition. He is almost a household name in 2039, as his deeds in protecting people have become well-known. He is the first Atlas-built superhero to be revealed to the public. He is noted to be using an experiemental Hard-Light Shield as his primary weapon of choice.
Jack Gage

> *"It... doesn't even hurt..."* - Jack Gage's Last Words.
>
>

**Jack Gage** was a former mechanic who was arrested while smuggling stolen insulin through Mexico in order to give it to the Adamantine Guard in Canada to help in supporting impoverished people.

He was integral in the formation of the Road Trip Resistance, later to be named the Gage Resistance in honour of him. He was killed in the event known as Gagefall by a sniper shot from an Iron Knight.
Coffee Shop

The **Coffee Shop** was a small cafe restaurant located in the Town. The first floor of the **Coffee Shop** had plush red couches, tables, a serving counter, and other decor. Players could also play minigames, such as Bean Counters, by walking on the top of the Java bean bags. The second floor of the building, which could have been accessed by a staircase, was the headquarters of the Club Penguin Times. Mancala could have been played here, and Penguin Art could have been viewed.
Augmentations

**Cybernetic Augmentations** have quickly become reality in the Atlas Coalition. They were first made public during the African War, and have progressed massively since then. Until recent times, Alejandro Technologies Inc were at the forefront of the industry, and after the company was liquidated by the Atlas Government the designs and progress was given over to the Atlas Military Complex. As of 2040, the designs and facilities have been handed over to Wigram Holdings Incorporated to be distributed to their subcontractors.

Augments have an AC modifier in the form of +x, in which this is added to your standard AC to give an Augment AC. If an enemy so wishes, they can target an augment instead of a character in combat. Damage dealt to an Augment does NOT carry over to the cyborg.

If an Augment is reduced to 0 HP, it enters emergency shutdown. It must be repaired out of combat over the course of an hour using Electrical Tools. If an Augment is hit by an attack that deals over double its HP in one single blow, it is severed from the body and destroyed completely.

## N-Style Augments

N-Style Augments are body part replacements that function only as the part they have replaced. N-Style Augments only require the mounting point, be it a stump or where an organ would go. The power of the augment does not affect this, meaning whether it is a strictly inferior replacement or a limb capable of punching through solid steel it will only require the one mounting point to function.

### Mark Zero Augments

The Mark Zero Augments are human-level augmentations that are no stronger than the organic part they are replacing. Designed and produced by Wigram Engineering Inc in 2022, Mark Zero Augments are cheap, do not require any additional power or a neural interface and tend to be perfect for living a normal life with cybernetics. They usually sport a gunmetal grey finish although they are customizable, and are very obviously artificial limbs. If you have two matching Mark Zero Augments in the same slot, they grant an additional bonus. Mark Zero Augments have Immunity to **Fire** Damage, Vulnerability I to **Lightning** Damage and are not Immune to **Magnetic** Damage.

### M1 Augments

The M1 Augmentation System is the Atlas Military's first generation of enhanced augmentations. They are a similar size to regular human limbs but pack an enhanced power that sets them apart from regular humans. All M1 Augments are banned in any sporting events, especially the Atlas Paralympics after an embarrasing incident in which the New York representative ran 100m in 6 seconds with heavily modified augmented legs.
Syneus Loronzo Bella Torres

**Syneus Loronzo Bella Torres**, also known by her birth name of **Beth Jones** was one of the special Police Operatives sent to the small town of Jefferson in response to the attack on Jackson Mechatronics. She was one of only two members on the team to last the entire week, the other being Lana Prowse.

## History

Whilst Syneus' younger years are a mystery, what is known about her younger years is her incredible devotion to truth and justice. She grew up in New York State, moving to New York City in her late teens to join Crow's NYPD branch of the Atlas Security Force. According to Syneus, she became the best cop in New York, and this led to her promotion to Detective Inspector. She served the force loyally for years, before she was put on a special case task force with several other Security Force Officers and sent to Jefferson, a small backwater town in Mississippi. This would change her life forever.
Combat

Combat starts when Intiative is set. While active, all characters must act in the order they are set in.

## Specifics of Combat

### Initiative

Initiative is calculated as Proficiency + Subclass Modifier + Dexterity + Any Additional Effects.

Ties in the Initiative order will favour a PC if it is between a PC and NPC, and if it is between PCs the players may choose who goes first.

### Cover

There are 3 types of cover in the Atlas System:

* 1/2 Cover- Grants +3 AC and +3 to Dex Saves
* 3/4 Cover- Grants +6 AC and +6 to Dex Saves
* Full Cover- The character in cover cannot be targeted and +10 to Dex Saves

### Weaponry

Weapons fall into two main types- **Melee Weapons** and **Ranged Weapons**. Whilst Melee Weapons follow a specific Melee Combat ruleset, Ranged Weapons are divided into weapon types that have their own subset of rules.
0.88

**0.88** (also known as the **October Update**) is the twenty-second version of Progressbar95 and the fifth and final version of the 0.8x family. It brings:

* Progressbar Nepbar
* Calendar
* Progressolitaire game mode

## Versions

* 0.8825
* 0.8824
* 0.8822
* 0.8821
* 0.8820
* 0.8811
* 0.8810
* 0.8800
* 0.8660
* 0.8650
* 0.8640
* 0.8630
* 0.8620

0.8825 is a minor update. It was released on 28 November, 2021.

* Added the Progressolitaire icon in Progressbar 7
* Improved the tutorial for new players
* Bug fixes

0.8824 is the fifth hotfix version. It was released on 26 November, 2021.

* New playing card designs for Progressolitaire
* Improved the tutorial for new players
* Bug fixes

0.8822 is a minor update. It was released on 21 November, 2021.

* Bug fixes.

0.8821 is a minor update. It was released on 19 November, 2021.

* Updated the level progressbar.
* Updated the boot menu.

0.8820 is the release version for iOS. It was released on 13 November, 2021.

* 0.88 update for iOS.

0.8811 is the second hotfix version and the release version for Steam. It was released on 7 November, 2021.

* Bug fixes.
* 0.88 update for Steam.

0.8810 is the first hotfix version. It was released on 6 November, 2021.

* Bug fixes.

0.8800 is the release version[1]. It was released on 6 November, 2021.

* Added calendar and Progressolitaire icons for Progressbar 7

0.8660 is the second release candidate version. It was released on 4 November, 2021.

* Added new calendar icons
* Added achievement icons for Progressolitaire and Progressbar Nepbar
* Added new Progressolitaire game mode icons

0.8650 is the release candidate version. It was released on 3 November, 2021.

* Added new assets in Progressbar Nepbar
* Added a logon screen in Progressbar 2000

0.8640 is the beta version. It was released on 1 November, 2021.

* Added Progressbar Nepbar.
* Added Calendar in BarOS 10 to 12.
* Added Progressolitaire and Progressbar Nepbar purchases in the Store.

0.8630 is the second alpha version. It was released on 31 October, 2021.

* Fixes and tweaks.
* Added Progressolitaire and ach\_pnp achievements (the latter is currently unobtainable)

0.8620 is the first alpha version.  It was released on 30 October, 2021.

* Added the calendar
* Added Progressolitaire
* Notifications from Bin (optional)
* A new time format for cloud saving page in Settings

## Teasers

CalendarProgressbar NepbarClose gamemodes with the close buttonProgressolitaireCard set for Progressbar XB
## Trivia

* According to the developer, 0.88 does not include so many hotfixes; only minor ones. It was for making experiments with the tutorial section, so each 0.882x version simply has a little bit different tutorial at the beginning of the game. This will make the game more clear for new players.

## References

1. ↑ "A new feature: a calendar with a list of activities." [2]
2. ↑ "A little teaser of a new game mode" [3]
3. ↑ "Yes, that is an alpha version"[4]
Damage Resistance

**Damage Resistance** affects a large amount of PCs, NPCs and enemies. It can be the difference between shrugging off an enemy's attacks and being annihilated by a rather light strike.

## Resistance/Vulnerability Tiers

### Resistance II

* 50% of the initial damage is taken. (As 5e’s “resistance”)

### Vulnerability II

* 200% of the initial damage is taken. (As 5e’s “vulnerability”)
Melee Weapons

**Melee Weapons** are close combat physical weapons that rely on- yeah nah pointy end goes in the other guy. Melee Weapons are split into Simple and Martial Weapons, which splits the skill gap between wielding a golf trophy as a weapon or wielding a power sword.

## Melee Rules

Melee Weapons follow Melee Combat rules with no exceptions, and with few exceptions they all have the CQC Property, which grants Advantage on attacks within 5ft.

Improvised Weapons follow the same ruleset also, and as a rule will deal 1d4 damage. If they resemble a weapon the character is Proficient with- for example an Agent utilizing a shard of glass as a knife- then the improvised weapon can take the stats of the weapon it is similar to.

## Melee Weapon List

In the Atlas System, there is a large amount of melee weapons available for use.

### Standard Melee Weapons

All simple and martial melee weapons from 5th Edition DnD are usable in the Atlas System.

### Power Weapons

Power Weapons are enhanced weapons with increased damage and special effects.

List of Power Weapons
Shieldbearer

> *"Get behind me, I've got this."* - A new Shieldbearer about to be vapourized.
>
>

The **Shieldbearer** is the Soldier equivalent of a trench- an unyielding bulwark that shields those behind them.

## 3rd Level

### Interceptor

When you take this Subclass, you immediately gain the Interception Fighting Style and may utilize it without wielding a Shield or Melee Weapon. If you already have this Fighting Style, you may instead choose another. You also gain Expertise in the Athletics Skill if you have it- if not, you gain Proficiency in the Athletics Skill instead.

### Cover Deployment

You gain the ability to prepare deployable half cover. At the end of a Long Rest, you prepare a number of sets of deployable cover equal to 1 + your Proficiency Modifier. You may deploy the cover in combat as a Bonus Action (if an another person deploys your cover it requires a full Action), and it is a 15ft long straight piece of Half Cover. The Half Cover has 50 Hit Points and is hit if the target is missed by 3 or less on the d20 roll. Once deployed, moving the cover around reduces you to half speed.

### Never Fall Back

Whilst you are in cover against an enemy, you may use your Reaction to make an Opportunity Attack whenever they enter or move within 30ft of you.

## 7th Level

### Greater Interception

You gain the ability to deflect blows at close allies even more effectively than before. When a character within 5ft of you is targeted by an attack, you may expend your Reaction to protect them. Roll a d8 and add the number to their AC. If the strike still hits, they have *Resistance* to all the Damage types of the strike except for **Plasma** Damage. You may do this a number of times equal to 1 + your Constitution Modifier (Minimum of 1), resetting on completing a Long Rest.

## 10th Level

### Cover Expansion

When you use your Cover Deployment ability, your cover is now 25ft long as opposed to 15ft. you may now also shape it how you wish instead of it being a straight line. The Cover's Hit Points also increase to 100.

### Keep Your Head Down!

You may now utilize your Interception and Greater Interception Reactions to anyone sharing the same piece of deployable cover as you, even if you are at opposite ends of the structure.

## 15th Level

### Tall Cover

Your deployable cover now counts as 3/4 Cover, and the Hit Points increase to 150.

## 18th Level

### Iron Commander

You gain a special Reaction that you can use once on every character's turn asides from your own to a total maximum of 6 Special Reactions per round. This Reaction can only be used to make Opportunity Attacks, and you cannot utilize it on the same character's turn that you utilize your regular Reaction on.
Adamantine Guard

The **Adamantine Guard** is a large Resistance Faction operating out of Northern Canada. They are known for their calculated strikes and flawless planning. The Adamantine Guard does not make many moves against the Atlas Coalition, but every strike they make is devastating to the Coalition. As opposed to the Uprising, the Adamantine Guard have a solid leadership structure and as such are vulnerable to Atlas 'cutting off the head of the snake' as Security Commander Michael Crow has described. Commander Crow sees the Adamantine Guard as a worthy opponent, as they have so far foiled all attempts to locate their central base.

They are currently sheltering Dr Santiago Alejandro and Gwen Williams as well as the rest of their co-workers.

## History

The Adamantine Guard was set up in early 2025. It is believed that Diego Torres was part of the original group that founded the Guard. Over the course of fourteen years, the Adamantine Guard has grown larger and more powerful, spawning smaller bases at locations all over the Atlas Coalition. So far, the Guard has managed to keep these bases concealed. This is in part due to their hesitation to show their hand early, despite attempts to bait a Guard attack by Atlas Forces. The Adamantine Guard appears to have a resolve that matches their name- they never seem to fall into any traps laid by the Atlas Security Force, and never seem to panic in horrible situation.

## Known Members and Associates

* Diego Torres (Leader)
* Santiago Alejandro
* Gwen Williams
* Tommy Richards
* Klaus Alexander Schteiffer
* Martin Finlay
* Charlie McCafferty
Brawler

> *"I can't beat the sh\*t out of you without getting any closer."* - An unnamed brawler, presumably approaching their enemy...
>
>

The **Brawler** is a Soldier Subclass focused upon allowing the Soldier to excel in melee and unarmed combat.

## 3rd Level

### Extra Style

At 3rd Level, you gain either the 'Unarmed Fighting' or 'Dueling' Fighting Style.

### Combat Awareness

While out of cover, you have +1 AC. This increases to +2 at 7th Level and +3 at 15th Level.

### Ultra-Violence

At 3rd Level, you may take a free Unarmed Combat Feat.

## 7th Level

### Strikestorm

At 7th Level, you become a whirling storm of attacks in combat. As an Action on your turn, you can enter a Combat Focus until the start of your next turn. While in your Combat Focus, no enemy can get any bonus to hit you through flanking, and if an enemy provokes a Melee or Unarmed Attack of Opportunity from you during your Combat Focus you may make that Strike without expending your Reaction.

### Unapproachable

At 7th Level, if an enemy enters your Melee Range, you may expend your Reaction to make a Melee or Unarmed Strike against them.

## 10th Level

### Bare-Knuckle Brutality

At 10th Level, you have mastered the technique of carrying your strike's power through even the toughest of armour. When you deal **Bludgeoning** Damage with an Unarmed Strike, you now lower your enemy's *Resistance* to **Bludgeoning** Damage by 2 levels. This lowers *Immunity* to *Resistance II*, and regular *Resistance II* to *Neutral*. You cannot lower an enemy's *Resistance* below *Neutral* into *Vulnerable.*

### Rip and Tear

When wielding a Melee Weapon, Damage Effect cutoffs such as for *Bleeding* and *Staggered* now only require **half** the Damage. For example, if you are dealing **Slashing** Damage, 15 Points of **Slashing** will now apply 3 levels of *Bleeding*.

## 15th Level

### Counterattack

At 15th Level, when an enemy hits you with a Melee or Unarmed Strike, you may expend your Reaction to attempt to counter their Strike. Make a Strike Roll against the enemy. If your total is higher than their to-hit chance, you deflect their blow, taking no damage from the attack and land a savage counterattack. This counterattack deals standard weapon damage and automatically pushes your enemy back 5ft.

If you fail the counterattack, you are knocked out of your Combat Focus (if you are in it) and you take the damage from the Strike.

## 18th Level

### Survivor

At 18th level, you become incredibly hard to kill. At the start of each of your turns, you regain Hit Points equal to 5 + your Constitution Modifier if you are below half your Hit Point Maximum. This ability does not function if you are on 0 Hit Points.
The Conglomerate

**The Conglomerate** is a 'shadow council' of exceedingly wealthy business owners that have been sidelined by the current Atlas Government. They have been adept at manipulating events to favour their cause, supplying arms and intel to other rebel groups and pointing them at their enemies. The Conglomerate have been meticulous about keeping their identities secret, and so far no Atlas personnel have been able to track their funds back to anywhere in the Coalition.

## History

The Conglomerate was believed to have been founded in 2010, directly after the Executive Council seized control of what was then the United States of America. The original members of the Conglomerate were angered by the sudden change in the power balance in the country, and found their old contacts in the US Government were out of a job. In addition to this, Atlasian-approved companies were being favoured over them. With their large amounts of capital, the Conglomerate began to form and recruit. With the advent of the African War, the Conglomerate were able to increase their business and get into Atlas' 'whitelist' through supplying weapons technology to the Atlas Defense Force.

The Conglomerate, however, were not satisfied with being in an 'okay' position. Chasing the profits they once saw, the Conglomerate began to expand throughout the 20s. They began to subtly set up rebel attacks on business competitors, and helped smaller groups gain the technology they needed to become proper threats to Atlas. It is believed by Security Commander Michael Crow that the Conglomerate is behind up to 30% of all Resistance Factions, even influencing some unknowing groups that would usually refuse the Conglomerate's help out of principle.

Currently, the Conglomerate is still active in the Atlas Coalition. It is unknown where they base their operations, and to date the only time the Conglomerate has been foiled or any associates arrested is when a subsidiary group is destroyed.
Arcade

**Room ID** | 121

The **Arcade** (formerly known as the **Dance Lounge**) was the second floor of the Night Club, where penguins could play a variety of arcade games, or just sit around. There were four arcade machines in the room, on which penguins could play Astro Barrier, Thin Ice, and Bits & Bolts on. The fourth machine was a machine with no game. There were multiple tables, each with a few chairs, and a vending machine, as well as a target game. There was a window on the floor that showed part of the dance floor in the Night Club below.
Skills and Languages

## Character Creation

Player characters may pick 2 languages and 4 skills. Agents can pick two additional skills and one additional language on top of this.

## Skills

### Dexterity

Acrobatics
Sleight of Hand
Stealth
### Intelligence

Computers
Engineering
History
Investigation
Medicine
Science
### Wisdom

Insight
Mechanics
Perception
Survival
### Charisma

Deception
Intimidation
Persuasion
## Common Languages

In addition to picking your two starting languages, PCs may learn new languages in their downtime.

It takes:

* 200 hours to learn a language that is similar to one you know already

* 400 hours to learn a language that is on the same linguistic tree as a language you already know

* 800 hours to learn a language that is entirely different to one you know

### List of Common Languages

* Afrikaans
* Arabic
* Dutch
* English
* French

* Gaelic
* German
* Indo-Aryan
* Italian
* Japanese
* Korean
* Malay
* Mandarin
* Norwegian
* Persian
* Portuguese
* Russian
* Spanish
* Swedish
* Thai
* Turkish
* Ukrainian
Steinmetz Engine

The **Steinmetz Engine** is one of the most vile and brutal creations of the 21st Century. It essentially erases memories from a broken or willing subject, and the Atlas Coalition utilizes it to twist their monstrous creations to their will. It was designed by Doctor Fyodor Steinmetz, who is a major ally of Doctor Konrad Valcz. Whilst Valcz did have a hand in some of the design, it was Steinmetz who perfected the device. It was later tested on multiple prisoners of war and enemies of the state, in which it had a 95% success rate in converting them to Atlasian Patriots. Valcz declared Steinmetz's invention the greatest innovation of the century and the two of them would later team up for work on the Helios Project.

### Specifics

The Steinmetz Engine is a massive device that requires large amounts of power to operate. It cannot be moved, and as such must be constructed in place. Subjects must either be willing to forget or be tortured to the point of apathy in which they also become willing subjects. The 5% failure rate applies to the willpower of the subject, as some people are simply *unbreakable*.

Characters that have been confirmed to have had their memory altered by the Steinmetz Engine:

* Joshua Eales
Johannes Van Der Xil

**Johannes Van Der Xil** was a JSI mercenary in the African War. He was killed in the siege of JSI HQ by the EU forces in the jungle north of the base.

### Personality

Johannes was a brute. He revelled in violence, and was only held in check by his more cunning friend Beck Pienaar. He overextended when he led a force into the forest, allowing the EU soldiers to surround him and kill him and his soldiers quickly.

The death of Johannes and the later allegiance of the Atlas and EU forces led Beck Pienaar to turn traitor on JSI and Atlas forces.
Northern Guard Military Academy

The **Northern Guard Military Academy** is the most prestigious Military Academy in the Atlas Coalition. It is renowned for its excellent training programmes and for the quality of its graduate soldiers. Most Cadets leave the Academy with respectable ranks and positions already guaranteed in high-paying jobs in the Atlas Defense Force.

## History

The Northern Guard Academy was established in 2015 during the increasing action in the African War. Northern Guard graduates were among some of the only loyal officers left alive after many defected to the People's Republic before the Battle of Cape Town.

After the African War there was no lapse in the demand for further military strength- the Coalition may have been pushed back, but they weren't done yet. General Eric Connelly ordered the Atlas war machine to rebuild its might in preparation for taking back Africa, and he included Northern Guard in his plans. The Academy was given immense military funding to further the quality of its graduates, and by 2023 it was officially recognised as one of the top Tertiary Education Providers in the entire Atlas Coalition.

## The Academy

The Academy itself is a large sprawling complex on the southern shores of Lake Superior, with grounds in excess of 1600 acres. It utilizes former towns in the nearby areas as combat training zones, as well as the lake itself and the surrounding airspace to train cadets in the multitude of combat zones.

The Academy offers standard University options in the STEM Subjects, as well as military training for highly specialized roles in the Atlas Defense Force.

## Closure

Northern Guard Military Academy was closed after a terrible incident sullied the reputation of the Academy- see Dr William Carrow. The Academy was closed with the intention of reopening after the backlash had died down amongst the more powerful members of the Coalition Government.
Arthur Stennis

Arthur and his co-worker Okafor Bengu

**Arthur Stennis** is the leader of Apotheosis Squad. He began leading the team in early 2025, and has committed various horrific acts in the name of the Atlas Coalition.

## History

Not much is known about Stennis outside his major acts. As well as being the leading mind behind Operation Apotheosis, he has also been embroiled in the Iron Angel Project since its inception in 2034.

Stennis led the acquisition of the Iron Angel Candidates for the MkII Project. With Apotheosis Squad being the force he used, he left a wake of destruction.

When apprehending Chloe Vancouver, Stennis was the one to fire the long-range killshot at Leon O'Shea. He was also forced to return to the scene afterwards to remove Amber Tomlinson as a threat.

### Hunting Vancouver

After Chloe Vancouver managed to escape Doctor Fyodor Steinmetz's Iron Angel Facility, Arthur Stennis and Apotheosis Squad were sent to hunt her down. He managed to catch up to Chloe in 2035. She was attempting to lay low in New York, but Stennis located her with the help of Gerard LeFevre, Apotheosis Squad's expert scout and tracker. They ambushed her on her way back to her apartment after her shift at a hardware store. Stennis fired the first shot, catching her in the torso and sending her flying back. After that, Apotheosis' heavy hitters Jaco Clark and Okafor Bengu charged in and engaged Chloe in close combat as she struggled to her feet. Despite Bengu's Metahuman strength and Jaco's constant stream of flames, Chloe was able to run fast enough to lose the two of them on foot. Stennis continued firing on her as she attempted to escape Apotheosis' attack.

After a hunting Chloe all night, LeFevre had managed to lure Vancouver into an inescapable situation. As Clark and Bengu closed in, their target backed into a corner, they watched in mild annoyance as Chloe activated a Wing Pack that had been built in to her Iron Angel Chassis and flew away.

> *"Hey boss, she can use the wings." - "Really? Darn, we'll have to change the plan and try again."* - LeFevre and Stennis
>
>

Due to Doctor Steinmetz believing the lack of programming would render Chloe unable to fly, Stennis and his team had been unprepared. In order to de-stress his team, Stennis went and annihilated a major Resistance Faction under orders from the AIA.
Trooper

> *"Fix Bayonets."* - The Officer to the Trooper, since the dawn of warfare.
>
>

The **Trooper** is the archetypal Soldier. With their reliable skills, Troopers make up not just the base lines of any army but also the Elite Forces. There's nothing quite like seeing a full battalion of Atlasian Military heroes light up an enemy with lasers that outshine the sun.

## 3rd Level

### Precise Fire

You deal a Critical Hit on a roll of 19 or 20 on the d20.

### Powerful Athlete

When making a Strength Check, you may treat any roll of 9 or lower as a 10.

## 7th Level

### Lightning Hands

Reloading a weapon now only requires a Bonus Action.

### Longshot

You now no longer suffer Disadvantage on Strike rolls for your Weapon's Secondary Range.

## 10th Level

### Unyielding Company

When you use your Legendary Resistance to automatically Succeed on a Saving Throw and you are not *Incapacitated*, you can choose one ally within 60 feet of you that also failed their Saving Throw against the same effect. If that ally can see or hear you, they can also automatically Succeed on their Saving Throw.

### Center Mass

You learn to aim for Center Mass- if your weapon kicks up, you're just gonna kill em quicker.

You now deal a Critical Hit on an 18, 19 or 20 on the d20.

## 15th Level

### Run and Gun

Once per short rest, you may enter a Run and Gun state until the start of your next turn:

* For every 10ft you move, you may make a single strike for free. If you take the Dash Action, the extra movement from that does not trigger this effect.
* Enemies have Disadvantage on Opportunity Attacks against you.
* Your movement is doubled.

## 18th Level

### Killshot

When you deal damage to an enemy greater than or equal to half their Hit Points in a **single attack**, you may force the enemy to make a Con Save against your Attack DC. On a Failure, they immediately die.
Martin Finlay

**Martin Finlay** is an Irish sharpshooter who used to work with the Jefferson Police Department. He was saved from certain death by the Red Captain, and he was later delivered to the Adamantine Guard by Kirill Sokolov himself. Due to the Guard's well-documented digust for Sokolov, it is a miracle that Martin was able to be taken in by them.
Beck Pienaar

> *"We can assist you, for a price of course. Nothing here is free." - Beck, offering some mercs his help in a complicated mission.*
>
>

## Physical description

### Eye color

Blue

**Beck Pienaar** is a former JSI Mercenary who turned traitor during the Battle of Cape Town. He was notable previously for being a vicious mercenary who killed without any mercy or morals. He worked in a tag-team with his close friend and accomplice Johannes Van Der Xil, and became disillusioned with JSI when they allied with the EU.

## History

Beck has been noted on many occasions to be ruthless and to take any contract. Before he joined JSI, he worked as a hitman in the Middle East, which is where he met and teamed up with Johannes. The two of them then became fast friends through their shared lack of morals and love of money. Johannes' death in 2018 during the EU assault on the JSI base drove Beck into a cold rage, which never truly ceased.

When the Atlas Coalition allied with the EU, Beck decided to cut his ties. He waited until he was in an optimal position in the Battle of Cape Town, before betraying JSI and Atlas by slaughtering their advance squadron and caused the suburbs of Cape Town to fall under PRGA control. It is believed that he also organized the espionage attacks against General Eric Connelly and the Atlas Generals.

### Death

After the African War, Beck became involved in later skirmishes with mercenary groups in Africa. He was continuously drawn to the Congo where Johannes was killed. Eventually, Beck's past caught up with him and his location was leaked to an Atlas Intelligence Agency Strike Team. Beck at this point was hiding in the irradiated zone, content to live in relative peace in the ruins of the old JSI base. His final stand was one of legend, taking down most of the squad personally before finally detonating charges, ending his life and taking the rest with him.
Prestige Class list

## Prestige Class Rules

*Note- These are currently under construction, please leave comments below.*

The current rules for Prestige Classes are as follows:

Where a 5e character would usually gain an ASI or Feat, Atlas Characters instead gain 2 ASI points and a Prestige Class. Due to the nature of Atlas and Character Stats, the bonus ASI points from Prestige Classes are a necessary evil due to the demanding requirements from some classes such as Metahuman and Neohuman with their highly increased maximum scores.

## Single Options List

Instead of taking a Full or Partial Prestige Class, there are also some one-off options that don't easily fit into Prestige Classes. These single options essentially port over any Feats that wouldn't really fall into a set category.

### Alert

Offers the same defensive benefits and Initiative effects as 5e.

### Medium Armour Master

The Feat grants the bonus to AC similar to 5e, but also gives the following benefit:

* Increase your Dexterity by 1, to a maximum of 20.

### Observant

Functions the same with the bonus to Wisdom and Passive Perception.

### Runner

You've practiced on the track long enough to gain the ability to shrug off heavy loads and move at full speed.

* If a weapon penalizes your movement speed, subtract 10ft from the penalty to your speed.
* If you make any form of Strike against an enemy on your turn, they cannot make a standard Opportunity Attack against you until the end of that same turn.

### Sentinel

Functions the same as 5e, but offers a +1 bonus to your Strength or Dexterity modifier.

### The Brightest Flame

...burns quickest. You gain impressive bonuses but suffer harsh penalties in return. *"Make the most of every day as if it was your last- and every breath as if it was the same..."*

* Increase an ability score of your choice by 4 and increase its maximum score by the same amount.
* When you use your action to make a strike or use an item or ability, you may choose to add an extra strike roll or ability that usually costs an action as a bonus action on the same turn. You may do this once per Short or Long Rest.
* Once per Long Rest, you may convert a critical hit against you into a miss as a Reaction.
* Your Constitution Score decreases by 2, to a minimum of 1. You also lose an additional 1 Hit Point per level.
* When you would usually gain a level of exhaustion, you instead gain two.
* You have Disadvantage on Death Saves, and you only regain a number of locked Death Saves equal to your Proficiency Modifier on a Long Rest.
The Uprising

**The Uprising** is a massive Resistance effort fighting to end Atlasian atrocities and topple the Council of Twelve. They are a massive force organised through countless smaller Resistance Cells working together to organise rebel action. Due to not having obvious leadership, the Uprising has been notoriously hard for the Atlas Security Force to put down completely.

## History

The Uprising was officially founded in 2021 by shaken veterans of the African War. During the final stages of the war, they had fought side by side with EU forces and had taken some of their foreign allies' words to heart. They had finally had enough of Atlasian control, and many were old enough to remember the times before Atlas was in full control. As such, they started an underground movement. What would once have been a grassroots political movement instead became a violent uprising- *the Uprising*, as they would call it.

The Uprising made their first move in mid-June 2023. They swarmed an Atlasian forced labour camp, freeing the prisoners there and escaping before the Atlas Security Force arrived with backup. The former prisoners, mostly political opponents and prisoners of war, were all too happy to join the Uprising.

The Uprising began a long, bloody campaign against Atlas, raiding their supply caches and liberating their labour camps. Any attempt made by Coalition Forces to destroy the Uprising was met with nothing but martyrdom for those killed and more people joining the Uprising. Over the course of the Uprising's existence in the Atlas Coalition, twenty seven major Uprising bases have been annihilated with little to no members escaping. And yet, the Uprising has never let up. Atlas Security Force leader Michael Crow believes that the original founding members most likely died years ago, and that the Uprising is a self-driving force that will eventually snowball if they are not shut down ruthlessly and efficiently.

As a result, the Uprising has been treated differently to other Resistance Groups such as the Adamantine Guard. Uprising members are not usually executed if they are captured, but instead 're-educated' and released back into society in order to crush Uprising morale. Because in the Atlas Coalition, death is nowhere near the worst punishment.

## Known Members of the Uprising

* Chloe Vancouver
* Jack Gage (Formerly)
* Steve Barton