recursal/Fanatic-Fandom huggingface dataset:
Thought Experiments - Mission Design

**Trolley Problem - Mission Design**

The trolley problem is a moral situation presented to a person regarding what choice they should make within a short amount of time. The idea being either one or more people die being struck by a train but it’s up to the person in control on the track switching mechanic to make the decision and if they don’t someone will still die. As simple as this idea is to judge a person’s moral choice and ethics it would be harder hitting to have a situation play out that mirrors the idea of the trolley problem without making it obvious.

With this brief focusing on thought experiments, our group game plays on the shoulders of a potential new employee of a government agency that hires it employees though simulations that test their ethical choices and the outcomes from them. One of these simulations will be the trolley problem dilemma.

However, instead of just placing the player in front of the train track switcher and letting them decide where the train goes, and who or however may people die, they will play out a situation that develops in front of them and through prompts will make decisions on the fly whilst feeling like they must as part of a story. Think of it like a level out of a story driven game though the eyes of a first-person character.

The mission will take place on a busy street leading down to a train platform on a late afternoon in Chicago. There will be hundreds of pedestrians walking about going about their lives not paying attention to the player one bit. This is to make the player feel as if they blend in just like everyone else and not some special person on a set mission. As the player enters the platform a situation will unfold where a child falls onto the opposing tracks with their mother following behind as they try reach for them. A group of men on the players side follow suit and jump down to help assist the mother and child off only to be caught in the rumblings of the tracks as a train approaches. The 8.45 workers commuter train that passes through without stopping. The player will then be instructed by a platform worker to stop the train using the emergency button next to them but after realising it doesn’t work see a tracks switch mechanism up ahead. The player will run to the switch only to find the tracks only switch between the two lines the stranded people find themselves in. The moral situation has now fully unfolded, and the player must decide before the train chooses for them. Do the mother and child die? Or do the 3 men who risked their lives to help perish? Dependant on the choice made the rest of the game will be reconstructed. Upon making the decision the players character will look away and the simulation ended to be greeted by the government agent running the simulations simply making some notes before running the next sim.
House Gladius

*1703965 - Patrick Bryson*

**House Gladius**

*“… so, once your synapses are firing at 50 times the normal rate you may begin to experience some mild discomfort, hallucinations and/or instant death but we’ve conducted extensive tests on lesser mammals so we’re very confident.” – Saanvi Anand, Cybernetics Advancement Division.*

House Gladius is an offshoot of House Legius. Founded as an attempt to extricate House Legius from Ferrus’ market monopoly on Arms, Ships and Equipment, House Gladius focuses on the development of cutting edge military technology from weapons to cybernetic enhancements for soldiers.

Limited only by their budget from Legius who bankroll them, Gladius have made numerous updates and modifications to the old Ferrus designs that the military used before. As a result, House Ferrus officially refuse to deal with members of House Gladius as they view their existence as an insult and the horrifying weapons they develop in secret as some form of blasphemy.

Gladius also worked on advances in the field of cybernetics and body augmentation which Ferrus refused to on ethical grounds due to how dangerous and expensive testing can be (though the cost isn’t always paid in creds). Despite this Gladius have developed cybernetics to a point where they can now be sold to the general populace further adding to their revenue streams and influence.

Given time Gladius may even become influential enough to step out from under Legius’ shadow and become a Major House in their own right.
Map and Event layout

Players will not be restricted to their own base on each turn. For example the mine foreman may need to visit the blacksmiths to order more tools or go prospecting outside of town. The mayor may need to visit the bank to secure funding for projects or the town square to deliver speeches to the public. Events are randomized to increase replayability and decisions made will have consequences in subsequent rounds potentially causing scripted events.
1700896 - Thought Experiment

## **Level Design**

**Level Overview**

The player’s job is to monitor the populace from a control room. Multiple screens are visible to the player on which they can see security feeds from around the city sector to which they have been assigned. On these screens the player will witness crimes, both serious and petty. Whenever they report a crime, as is their job, their risk metre will decrease. Once a crimes is reported the player will witness the ‘criminal’ being violently apprehended and removed by armed police, with an implied finality that they won’t be returning. The violent outcome is present for all reported incidents even for ‘crimes’ as petty as littering or jaywalking. It is designed to make the player feel guilt over inflicting such a fate on an innocent that may have simply dropped a piece of litter by accident and did not mean to commit a ‘crime’. The player is tasked with the moral situation of risking themselves to save the innocents unwittingly committing petty crimes or saving their own skin by reported said innocents.

The are three stages to the level, in which more screens are added and the crimes witnesses are less crimes and more mistakes made by the populace.

The level is based loosely on the Milgram Experiment where subjects were told to shock another person to the point of death to test obedience to authority figures.

The level adds another layer to the experiment in the fear influence on the player’s obedience, which is implied by the risk metre.

**Crimes Available to Witness:**

* Murder
* Petty Theft
* Mugging
* Vandalising Public Property
* Robbery
* Assault
* Jaywalking
* Littering
* Acts of Aggression
* Acts of Defiance towards the Government
* Disobeying government/public officials
* Breaking and Entering
* Loud public displays of emotions
* Acts that can be viewed as threatening
* Anything actions that can be construed to be in related to the rebellion

**Level Visuals**

The player sits in a security room with multiple screens on the wall in front of them. The room is dark so that only the screens are visible. Each screen has a red button below for the player to report an criminal activity. As the level progresses more screen will turn on for the player to use. All of the screens show security feeds, in black and white, with somewhat grainy picture. In the bottom the player UI is a metre recording the level of risk the player is currently at.

**Level Outcomes**

The risk metre also acts as the player’s morality metre. Depending on where the risk level is at the end of the level attributes to the player’s morality level which in turn combines with the scores from the other minigame/levels to determine the player outcome. A high morality equal with a bad end, an average score equals a basic end and a low morality results in a good end.
House Agris

*1703965 - Patrick Bryson*

**House Agris**

*“If it breathes, we can grow it.” – Anonymous House Agris researcher*

An Empire expands on its stomach or so they say and without House Agris most of them would be empty. Formed centuries ago during the 40 year famine, House Agris is led by a triumvirate consisting of the heads of agriculture, medicine and research. Largely looked down on by the other major Houses for their humble trade, Agris is responsible for producing most of the galaxy’s food supply. They convert arable worlds into vast mycoprotein “swamps” tended to by bots and drones as the gases emitted by the “Mypro” producing organisms render worlds uninhabitable.

Farming is not their only trade. Their unrivalled expertise in bio and chemical sciences means they are at the cutting edge of the medical and bio-enhancement fields. Capable of curing almost anything (for the right price) and supposedly even extending lifetimes by decades. Agris works closely with House Ferrus refining all the organic and synthetic chemicals required for industries, research and public consumption.

Little is known of Agris’ secretive research division. Most of it takes place on remote, often uninhabited worlds far from prying eyes. Some hear tales of recovery teams sent to worlds “lost to Mypro gas” despite there being no record of farms ever existing there. Some colonies unfortunate enough to share a world with an Agris research institute sometimes disappear overnight and some hear monstrous roars in the quiet of the night. But those are just stories. Like the one where you might be talking to an Agris clone and you’d never know.

As if…
Joe Maynard brief 2

**Brief 2**

**patients’ files**

**Patients name:** Bigfoot

**Referred to as:**
**Bigfoot of**
Sasquatch

**Height:** 6ft 9

**Summary of** **patient:**

Bigfoot
suffers from scopophobia is an anxiety disorder that means he has a morbid fear
of being seen by people, this is why he spends most of his time hiding and has become
nocturnal. He may also be stuffing from pathological a fear of drawing attention
to oneself this is very common with people that suffer from scopophobia, in bigfoots
case it is mostly caused form being confused with the Chupacabra an being treated
as a social phobia throw out his life and having little to none social interaction.

**Patient’s reason for therapy**

Bigfoot was
made to attend therapy due to him destroying a man’s camera who took a photo of
him.

**Patient’s goals for therapy**

Bigfoots main
goal is to overcome his scopophobia and be able to talk to people.

**Notes**

Bigfoot has
stopped hiding behind the couch when we talk and can now talk openly about what
has happened with in his life and we are making great progress towards helping
work out how to best treat his scopophobia.

**Bigfoots minigame**

**Art style**

Bigfoot's game
will have a cartoony art style like adventure time by this I mean thick black
outlines with block colours with no shading.

**Minigame – Overview**

The level
opens with bigfoot entering the therapist’s offices and then having a conversion
about what’s been happening with in Bigfoots life, Bigfoot will thing bring up a
reoccurring dream. Then the mine minigame is based on what mental disorder that
the character has with in the game, so bigfoot has scopophobia so the level is designed
with this in mind. The minigame will have five levels that will only last
around 1 minute each and will just be a harder one then before, and will be
like flash games for the early 2000s and will be 2D with a top down view.

**Minigame Objective:**

The objective
of the game is to sneak out of a public park without being spotted. The level
will have 2 main game fetchers a timer so the player can’t just spend lodes of
time on one of the 5 levels and the NPC’S that are looking for bigfoot. Each one
of the five levels will work the same with a new part of the park to escape
from with only one minute to do so with the maps getting more complicated each
time.

In the final
level the player will have to get away from polices NPCs that unlike the normal
people that were looking for bigfoot have a longer line of site making to make
to make it as hard as posable to complete with it still only being done in one minute.

**The end cut scene**

When the
player has beaten the minigame they will be rewarded with a conversation with
bigfoot were they finally cure bigfoots scopophobia by working out the root of
the dream, being in the past when bigfoot was confused with a Chupacabra and
hunted done through multiple state in the us. However, if the player fails the
mini game they will be greeted with the bad ending where bigfoot run out of the
office and is never seen be anyone ever again.
Elliot Gray- Brief 3

**Elliot Gray- 1704178**

**Brief Three- Thought Experiments**

**Level Design- The Ticking Time Bomb experiment**

Overview

In essence, the ticking-time bomb experiment asks the subject if they would torture a man who knows the location of a bomb that would destroy a city. In the level the player will have a five minute time limit and will be faced with punching the man to gain the information.  If the player chooses to torture the man then the more they hit him the more he will beg them to stop and plead for his life. If the player decides not to hit him then behind him a wall of screens will show increasingly distressing images of the panic in the city the bomb will go off in.

Mechanics

Since the game is in VR, the player will see their hands and a man tied to a chair in front of them. Behind the man is a wall of large screens playing various news channels. The room the player is in is mostly in shadow with a spotlight on the man with the glow of the screens behind him. The player will be able to physically punch the man in the face and if they do it enough the man will tell them where the bomb is and the timer will stop. If the player does not hit the man the screens will show the city’s reaction to its imminent destruction which will involve riots, people trying to escape, crying children, etc. which get louder the longer the player manages not to hit the man.

Visual Design

The basic visual design will be realistic with a realistic depiction of a man and real-life videos on the screens. Due to the darkness of the room, not very much will be visible and so there won’t be much detail in anything apart from the man, the player’s hands and the content on the screens.

Narrative

·         The level starts with the man saying:

“There’s no point in hitting me, I’ll never tell you where the bomb is”

·         Then the timer will start screen and the screens will turn on and show the player what’s going on in the city.

·         The content on the screens will get more and more distressing as time goes by

·         If the player starts to hit the man he will start howling in pain, crying and his face will become more bruised and bloody as time goes by.

·         After the timer ends, the screen will go to black and the screen will read “Level complete”

Outcomes

If the player tortures the man to get the location of the bomb then this will make them more likely to “win the game” and get the job

If the player refuses to hit the man then this will make them less likely to “win the game” and get the job

Modifiers:

·         If the player hits the man before the screens turn on (before context is given to the situation) then this will negatively affect the result

·         If the player changes their mind after half the time has gone to hitting the man, this will positively affect the result

·         If the player changes their mind after half the time has gone to stop hitting the man, this will negatively affect the result
Character Design - Xan Wishart

Callum Roger - 1704077

Name: Xan Wishart

Age: 28

Sex: Male

Ethnicity: White, Caucasian

Role: Top ranking gang member

Faction: House Vagrant

Abilities: Cybernetic enhancements, military skills, deception

**Background**

As a child Xan was raised in the poorest suburbs of Elysium living with his single mother and younger sister. His father was never to be seen and was rumoured to have died in the sapphire mines. Xan’s mother said otherwise and that his father had abandoned them for another woman. Living conditions were tough with little to no food each day but through Xan’s mother selling gold mined from circuit boards and copper wire she could afford just enough to get by on for them all. Their home was a small box sized space tucked away in amongst the large super communal living complexes that appeared like giant cities in one building. They all shared a makeshift bed and only had each other for warmth through the winter months.

Xan got into the wrong hands at a young age and would make some credits helping thugs run errands within the complex primarily delivering drugs and boost meds. The police dealt with Xan on numerous occasions with his mother threatening to abandon him if he didn’t change his ways and “grow up!” After being sent to a young offenders centre at 16 for his crimes, Xan enrolled in the military under the command of Chief Williamson of House Legius.

House Legius took Xan under their wing and gave him a life worth living. His mother and sister were able to move into better accommodation and themselves, have a better quality of life. The military shaped Xan into a man, a leader and a fighter as well as teaching him skills in hand to hand combat, weaponry and psychological warfare.

However, after an attack on Elysium and Xan’s mother and sister perished in an explosion in their complex, Xan crumbled and lowered himself back into the depths of the city where he once came. Crime became the norm again and soon his friends he once knew took him under their stride. Using the skills he acquired from his time in House Legius, Xan along with a few others formed the unofficial faction – House Vagrant.

**Abilities**

Cybernetic Enhancements

* Titanium reinforced skeleton

-        withstand combat and increase strength and rigidity

* Bionic sights

-        Magnify far objects

-        Lie detection to aid in deception

* Bionic right hand

-        Change fingers into new positions to assist in tasks

-        Fingers can be formed into keys for access to off limit buildings

-        Use an array of bio-ID weapons

**Interaction**

The player will be able to interact with Xan as he will offer an array of missions and tasks for the player to complete using whatever way they choose. With Xan being a king pin in the crime world, a large selection of collectables can be had upon missions being completed. If the player chooses House Vagrant at the beginning of the game Xan will be the players go to for upgrades and unlocks along with exclusive side quests only available to that specific route of the game.
Claus von Stauffenberg (Valkyrie)

Oberst **Claus von Stauffenberg** was a Heer officer who attempted to assassinate Adolf Hitler at the Wolf's Lair and remove the Nazi Party from power.

## Awards

* Iron Cross 1st Class
* Iron Cross 2nd Class
* Wehrmacht Long Service Award
* Wound Badge (Gold)

## Notes

* He is a fictional portrayal of the real Claus Philipp Maria Justinian Schenk Graf von Stauffenberg. [1]

## Gallery

Claus von Stauffenberg and Confident General.Friedrich Fromm and Claus von Stauffenberg.
Clement (The Impostor)

**Clement** was a condemned murderer literally minutes away from the guillotine, when he was "liberated" after the Nazis bombed the French jail that held him. Hitching a ride toward Bordeaux with a group of French soldiers he had further luck when their truck was strafed and he emerged unharmed. He took the opportunity to steal the uniform and identification papers of a dead French Sergent, Maurice LeFarge. As a result of various twists of fate he winds up as part of a company shipped to French Equatorial Africa where he rises through the ranks of the Free French Forces until he becomes a Lieutenant having acquired along the way the love, admiration and respect of the men in his outfit. Clement's new identity and purpose in life reformed him. When a friend, Clauzel, of the real Maurice LeFarge meets him, he at first assumes it is a case of mistaken identity, but soon realises that he knows Clement. Clauzel was one of the soldiers in the truck that picked up Clement on their way to Bordeaux. Clauzel tells Capitaine Varenne that the man isn't the real Maurice LeFarge. Clement admitted it and was put on trial. He refused to give his real name or any information about himself. Varenne defended him in court with an impassioned speech and in the end Clement was stripped of the rank back to a Private and allowed to fight at the front under any name he chose to assume. His former men still calling him LeFarge.

In the end he sacrificed himself in service of his country by storming a German machinegun position at Fezzan in March 1942. He managed to kill the gun crew with a grenade but was himself shot in the process. He was buried in an unmarked grave beside his friends, Etienne Bouteau and Raoul Cochery.

## Gallery

Clement and Jean-Michel Monge.Varenne and Clement.Clement and Hafner.Clement and Jean-Michel Monge.Yvonne and Clement.Clement and Varenne.
Stats

Stats are numbers that define a unit's Power. They have effects on various things like Missions and battles.

## Primary stats

These are the eight main stats in Reddit Emblem Heroes. They can be gained by leveling up or using Stat Booster items.

 Strength
 Magic
 Skill
 Speed
 Luck
 Defense
 Resistance

### Power

A unit's Power is a number calculated from their primary stats. It is an indicator of a unit's power. It's formula is as follows:

> Rounddown(HP/2 + Min(Str, Mag) / 4 + Max (Str, Mag) + Skl + Spd + Lck + Def + Res)
>
>

## Secondary Stats

Secondary Stats are mainly used in battle in comparisons between opponents' opposite stats. They derive from the Primary Stats.

 Hit
 Critical
 Guard
 Avoid
 Evade

In these formulas, Mod refers to any potential modifier coming from unit skills or weapon attributes.
Jasmine

An indomitable young knight who seeks to prove herself by becoming a renowned fighter strong enough to win her own hand in marriage.

## Personal Information

Hair color: short muddy brownish blonde

Clothing: mismatched plate armor and a simple steel shield adorned with three white flowers upon a blue field

Personality: extremely stubborn and obstacle-motivated

Gender: female

## Summoning Information

* Base Class: Great Knight
* Inherent Weaknesses: None
* Presence Types: Sturdy
* Pool: 3\* - 4\*

## Level 1 Stats

This table assumes neutral nature and default class.

## Quotes

Summoning:

> "I am Jay, knight of Avalon. The more difficult obstacle you give me to overcome, the stronger I get."
>
>

Interact:

> "Did you need to tell me something? Out with it."
>
>

> "Me? A woman? Oh, blast it! Was it that obvious?"
>
>

> "What goal are you working towards right now? Can I help?"
>
>

Level up:

> Bad: "Slow, but steady. I've just got to keep working."
>
>

> Medium: "One step closer to my goal."
>
>

> Good: "Am I strong enough to win yet?"
>
>

Attack:

> "Nothing can stand in my way."
>
>

> "You thought you could stop me? Think again."
>
>

Special Skill:

> "One more enemy down."
>
>

> "Time to look towards the next challenge."
>
>

Block/Evade:

> "I can take that."
>
>

> "Watch out!"
>
>

Injured:

> "I will perservere."
>
>

> "Just another challenge to overcome."
>
>

Retreat:

> "Retreat is the only option left."
>
>

Mission Start:

> "I'm ready for a new challenge. Bring it on!"
>
>

Mission End:

> "There's no obstacle I can't defeat."
>
>

  Confession:  "I've always known that I would never be the prim, polite daughter that my relatives expected me to be. I thought that if I could just make myself strong enough to overcome anything, maybe they would be proud of me, you know? But [summoner], the time I've spent helping you has taught me that I don't need to keep fighting my own challenges to prove my worth, as long as I have the strength to protect the dreams of others. Thank you for helping me realize that your goals, [summoner], are just as important to me as my own."
Lorenzo

Prince of Sorine, in service to his lord Finn.

 Personal Information

Hair color: black

Clothing: a suit of bright yellow armor

Personality: theatrical

Gender: male

## Summoning Information

* Base Class: General
* Inherent Weaknesses: None
* Presence Types: Sturdy
* Pool: 3\* - 4\*

## Level 1 Stats

This table assumes neutral nature and default class.

## Quotes

Summoning:

> "I am Lorenzo, Prince of Sorine, heir and guardian to its held county... and now, restless protector of thy cause."
>
>

Interact:

> "Something is rotten in the state of Askr."
>
>

> "Ay?"
>
>

> "Ack--don't touch the armor, that paint is rare!"
>
>

Level up:

> Bad: "O, I am fortune's fool..."
>
>

> Medium: "All the better to bolster our forces."
>
>

> Good: "I hold all virtue of a great soldier; I am invincible, 'tis proven here."
>
>

Attack:

> "Rrragh!"
>
>

> "Yah!"
>
>

Special Skill:

> "Thou art a villain."
>
>

> "Out, damned spot!"
>
>

Block/Evade:

> "An attack easily blocked, my foe!"
>
>

> "Hah?"
>
>

Injured:

> "Gah!"
>
>

> "Nng... they shall make worms' meat of me soon, I fear..."
>
>

Retreat:

> "Zounds, how...?"
>
>

Mission Start:

> "Who among the enemy will face me?"
>
>

Mission End:

> "Alas, that you did not retreat from me."
>
>

  Confession:  "[Summoner], let's talk. ...what? This is how I normally speak. At least when I'm not trying to put on some sort of show. While we're on the topic... I hope I've been serving you well--both for morale and for serving the Order of Heroes. I've been able to grow strong here, stronger than any warrior I've ever seen... in battle, at least. Before I came here, I fought in a harsh war. I... can't explain to you how it haunts me. But after being here, with your support, I know I have the strength not to let that happen again. Thank you for giving me that strength, [Summoner]."
Astrid

## Summon Information

Base Class: Sniper

Inherent Weaknesses: None

Presence Types: Calm, Strong

Pools: 3\*

## Level 1 Stats

This table assumes neutral nature and default class

## Skills

 2
 3

## Quotes

Summoning:

> "My name's Astrid. I'm not much for socializing, but if you want valuables or lives stolen, I can handle that."
>
>

Interact:

> "Defend or Attack. Kill or Save. I have no qualms with whatever orders are given to me. The consequences, however, are yours to consider."
>
>

> "Hands off. I'm your weapon, not your friend."
>
>

> "My past? ...It's nothing special. I'm just a normal mercenary."
>
>

> "I don't really like anything, or truly dislike anything either. I stopped thinking of things like that a long time ago."
>
>

> "...What? No, I'm not taking off my eyepatch. It... holds value, to me."
>
>

> "I see so many bright, motivated people here... It's different. That's all."
>
>

> "Don't take it personally, but if the right offer presents itself... I will kill you."
>
>

Leveling Up:

> Bad: "...Fitting."
>
>

> Medium: "...This isn't enough."
>
>

> Good: "For my way of life, this is the standard."
>
>

Attacking:

> "Hmph."
>
>

> "Fall."
>
>

Special Skill:

> "You're a disgrace."
>
>

> "Back to hell with you."
>
>

Block/Evade:

> "Please."
>
>

> "Never should've taken up arms."
>
>

Injured:

> "I won't... I won't die here!"
>
>

> "I've taken worse than this."
>
>

Retreat:

> "I'm pulling back. If I die, it'll be on my own terms."
>
>

Mission Start:

> "Time to dig more graves."
>
>

Mission End:

> "We live another day."
>
>

Item Use:

> Happy: "If you want to give me this, I won't deny you. I'll make sure it isn't a waste."
>
>

> Upset: "...I'll take and use anything I get. That's my policy."
>
>

Release:

> "...Understood. If a tool is of no use, it shouldn't even exist. To be sentimental about futile existences is insanity itself. Farewell."
>
>

  Confession  [Summoner], hold on. There's something I must confess to you, out of respect for the kindness you've shown me. I am no mere bow for hire. I am Astrid, leader of the Phoenix Wings, a group of outlaws from my world. We may have done uncountable, unspeakable deeds, but in the end, they're my family. I would do anything for them, but honestly, having fought to survive for so many years, I could see it in their eyes as well as mine... We were tired. Originally, I was meaning to keep up the ruse until the end. I didn't feel the need to be anything more than a bow for you to point at your enemies. Whether fighting here, or returned to my world, I did not care if I died in action. No, rather, I seeked it. However, fighting alongside everyone here... I could feel it. The spark, the fire inside me that asked one thing of me; Survive. From now on, I want you to know that I consider you another one of my Wings, [Summoner], and no matter the reason, I am at your beck and call.
Weapons

Weapons are items required to fight and beat the enemy, every unit can wield certain weapons, determined by its rank in that weapon, currently, there are 3 ranks of weapons: C, B and A, being C the lowest rank and A the highest rank.

A unit can have up to 2 weapons at the same time: primary weapon and secondary weapon, being the former the wielded weapon by default.

## How to get weapons?

* Summoning
* Forging

## How to equip/unequip weapons?

To equip a weapon, you must type the command !equip followed by the weapon's name, unit's name and target slot (1 for primary weapon, 2 for secondary weapon).

To unequip a weapon, you must type the command !unequip followed by unit's name and slot where the weapon is located.

## Weapon Triangle System

The relation of the weapons is determinated by a simplified weapon triangle system: Blue weapons beat Red weapons, Red weapons beat Green weapons and Green weapons beat Blue Weapons.

In REH, Blue weapons are: Lances, Daggers and Light magic; Red weapons are: Swords, Staves and Dark magic and Green weapons are: Axes, Bows and Anima Magic, also, there are Natural weapons (claws, fangs, etc), which are not part of the weapon triangle (has neither advantage or disadvantage against the other weapons) and they are represented as Colorless weapons.

When fighting against other players, if a unit wields a weapon that beats foe's one, a bonus to hit and damage will be granted to that unit while a penalty to hit and damage will be inflicted to foe.

Currenlty, Weapon Triangle System affects mission's ecounters. If the player chooses a unit whose primary weapon beats foe's weapon, unit will suffer a little (or nothing at all) damage from that encounter, otherwise, unit will suffer normal damage (unit and foe wield weapons of the same color or natural weapons) or a lot of damage (If foe's weapon beats unit's weapon).

## List of Weapons

You cand find a list with all available weapons here.
Christian Moos

Gefreiter **Christian Moos** was a Heer soldier serving on the Eastern Front, Ukraine, in 1941. He served under Leutnant Markus Wenzel along with the rest of his group. They are trapped behind the Russian lines and are 200km from their own. They find a small village inhabited by ethnic Germans, though the only inhabitants are women, children and one old man. All of the other males had been taken by the Russians some time prior.

He is stabbed with a sabre, by the old man of the village as the Germans are attacked by the village women.
Skills

Skills can be equipped by units, granting them a wide variety of effects such as buffing stats, boosting/changing their special, and other various benefits.

## Learning and equipping Skills

All heroes have 3 skills they learn naturally. Those skills are in skill slots which are unlocked according to their rarity: at 3\*, Skill 1 is unlocked; at 4\*, Skill 2 is unlocked and at 5\*, Skill 3 is unlocked. You can see a unit's skill list with:

```
!skills <unit name>

```

Units can learn new skills through an item type called scroll. You can see your scroll list with:

```
!scrolls

```

You can discard a unit in exchange of a scroll of one of their currently equipped skills with:

```
!createscroll <unit name> <slot number>

```

You will then have a <Skill Name> Scroll, which you can consume with:

```
!teach <skill name> <unit name>

```

The skill will then be among the unit's known skills, but not among the equipped ones so you will have to use:

```
!remember <unit name> <skill name> <slot number>

```

If there was an skill previously assigned in the chosen slot, the old skill would be replaced by the skill specified in the command.

## List of Skills

You can find a list of skills and their details here.

You can find a list of skill availability here.
Conrad von Starker

Sturmbannführer **Conrad von Starker** was a SS-Totenkopfverbände officer who served as the commandant of Naugen concentration camp, where horrific scientific experiments were performed on female inmates.

A sexual sadist, von Starker traumatized one prisoner, a Jewish woman named Lise Cohan, into falling in love with him. The staff and guards at Naugen were cannibals who ate human remains as well as stew made from the flesh of Jewish infants, with one of von Starker's subordinates expressing his hopes that one day Jews would be farmed for food.

When Lise becomes pregnant from her affair with von Starker, he has the baby killed at birth because it is half Jewish. After the war, Lise's testimony at a war crimes trial in modern day Germany spared von Starker from a death sentence, however when he reunited with Lise at the now abandoned Naugen, she killed him whilst they were having sex, when she pulled out a pistol and shot him.

## Awards

* Knight's Cross of the Iron Cross
* Eastern Front Medal

## Notes

* Despite being commandant of a concentration camp, von Starker has the SS runes on his collar tab instead of the historically accurate Totenkopf skull. He is also dressed in the prewar all-black uniform throughout the film during a time when the SS had phased it out in favor of a field-gray one.
* He also incorrectly wears an SS enlisted men's/NCO's shoulder board and piping around his collar.
* He incorrectly has his SS eagle on his breast instead of his arm.

## Gallery

Conrad von Starker and Weissmann.Conrad von Starker and Rudolf.
Edward

## Personal Information

Hair Color: Brown, though slightly darker.

Clothing: A bright jacket with a mixture of red and orange, matched with light brown pants and a brown belt. The jacket is long sleeve and goes down to his wrists, while his pants go down to his dark brown shoes.

Personality: Happy-go-lucky, cheerful, and contagiously optimistic. There is no situation that would cause Edward to lose his fire, and he takes a very happy approach to life despite his struggles. He can still be serious and demanding when the situation calls for it, but he never enjoys it, and will always revert back whenever he can.

Gender: Male

## Summon Information

Base Class: Hero

Inherent Weaknesses: N/A

Presence Types:

Pools: 5\*
Crafting

Crafting takes materials you drop in missions and transforms them into consumables for a gold cost. Crafting takes time, from hours to days depending on the desired item. You may only craft items while you have free crafting slots.

New players start with one crafting slot. There is a quest to craft different items that grants you a second crafting slot.

## The Command

There are two usages to the !craft command:

1. Without arguments, Hubba will list every craftable item.
2. With a craftable item name as argument, he will list the requirements for the item and. If you meet all of them, he will ask you to confirm the craft launch.

There are wildcard materials that can replace any one material you are missing in a recipe. Those are the mysterious items for stat materials and the natural items for weapon materials. When using wildcard materials, the icon will be a diamond rather than a check mark or a cross.

## Craftable items

The craftable items are divided in several categories.

* Stat Boosters
* Growth Boosters
* Cap Boosters
* Promotion Items and level cap-raising Eternal Seals
Merging

Merging is a process by which two copies of the same unit are combined into one copy of that same unit. It provides a few benefits.

## How to Merge

1. First, have two units of the same character. They do not have to be named unit\_1 and unit\_2. If you have a Sequoia named Fluffynutter and a Sequoia named Whisper, for some reason unknown to me, it'll work fine. One of those units will be discarded, and the other will receive the benefits of the merge and remain in your barracks, with all levels and extras invested into them kept, if not enhanced.
2. Type !merge [Unit to discard] [unit to keep]. For our example, let us say we wish to keep Whisper. The command would then be !merge Fluffynutter Whisper
3. Hubba will then explain which unit will be kept and lost, asking for your confirmation, so you do get a chance to investigate without committing to it immediately. Should you cancel, everything remains how it was to begin with. Should you accept, all the weapons of both units will be unequipped, and they will be merged.
4. The units will be fused, and the benefits gained will be explained.

## Benefits of Merging

For all merges, all skills from the discarded unit will be gained by the unit receiving the merge. Additionally, EXP will be gained depending on the rank of the unit discarded:

* 3\* or Trainee units grant 25 EXP to the receiving unit.
* 4\* or Base units grant 50 EXP for the receiving unit.
* 5\* or Promoted units grant 100 EXP for the receiving unit, and additionally increase the unit's level cap by 1.

Bond is also increased by merging.

### If You Merge a Lower Rank Into a Higher Rank Unit

You only receive the benefits already listed.

### If You Merge Two Units of Equal Rank

In addition to all of the above benefits, the receiving unit's "merge counter" increases. The merge counter is a counter which, when it reaches the correct number, promotes the unit to a higher rank, allowing a player to promote a unit without the use of items. Should a unit be promoted by any means, the merge counter will be reset to 0. The number of units required to promote depends on the rank of the unit promoting.

* Merging 3 3\*/Trainee units will promote the receiver into a 4\*/Base unit.
* Merging 5 4\*/Base units will promote the receiver into a 5\*/Promoted unit
* Merging 10 5\*/Promoted units will promote the receiver into a 6\*/Overclassed unit.

### If You Merge a Higher Rank Into a Lower Rank Unit

You receive the standard benefits. Additionally, the receiver promotes by 1 level, regardless of merge counter.
Ariana

## Summoning Information

* Base Class: Great Lord
* Inherent Weaknesses: Dragon
* Presence Types: Quick, Strong
* Pool: 3\*

## Level 1 Stats

This table assumes neutral nature and default class

## Skills

 2
 3

## Quotes

Summoning:

> "Oh great, just my luck. Of course I get summoned to this dump by some dumb, filthy Ape."
>
>

Interact:

> "Touch me again and i'll break your neck."
>
>

> "Pay me."
>
>

> "Look, I have a little girl to get back home to, so could you stop wasting my time here and let's just get this job over with."
>
>

Level Up:

> Bad: "Ehh whatever."
>
>

> Medium: "I'm already the best so why should I try harder?"
>
>

> Good: "Now i'm just showing off."
>
>

Attacking:

> "Die already!"
>
>

> "Die Filth!"
>
>

Special Skill:

> "You never even stood a chance!"
>
>

> "For the glory of Terria!"
>
>

Block/Evade:

> "Pathetic."
>
>

> "Didn't realise you were this terrible..."
>
>

Injured:

> "You'll have to try harder than that..."
>
>

> "Oof."
>
>

Retreat:

> "I'll...Be back...Later"
>
>

Mission Start:

> "Let's just get this over with."
>
>

Mission End:

> "Next time find something worth my time."
>
>

>
>

> Upset:
>
>

Release:

> "Hey Whatsyerface! we’ve been working together for a while and i’ve got something important to tell you… You disgust me you vile piece of crap, i’ve seen better looking pieces of shit and more intelligent rocks. Every moment we’re together I fantasize killing you and taking all your gold. Just lettin’ you know before you start to feel like our relationship went beyond an employer and employee type deal
>
>

> “Now get out of my sight!"
>
>

  Confession  "Hey Whatsyerface! we’ve been working together for a while and i’ve got something important to tell you… You disgust me you vile piece of crap, i’ve seen better looking pieces of shit and more intelligent rocks. Every moment we’re together I fantasize killing you and taking all your gold. Just lettin’ you know before you start to feel like our relationship went beyond an employer and employee type deal
"Now get out of my sight!"
Aske (Halloween)

## Personal Information

### Event Voting Description

Her Patron, the Wild Mother, has granted Aske her secret desire... a stronger, more toned form, who never need fear being left behind again. However... with the gift of fur and claws came wild, savage desires... some that she finds it increasingly difficult to control... or even the will to want to control them, for that matter...

## Summon Information

Event Availability: 2018 Halloween Summon Banner

Base Class: Werewolf

Weaknesses: Monster, Beast

Presence Types: Deft, Robust

Pools: 5\*

## Level 1 Stats

This table assumes neutral nature and default class.

## Skills

 2
 3

## Quotes

Summoning:

> "Gragh! What... sorcery was that? Ah, hello there, Mother says you the leader of the new Tribe I am to follow... Lead on, [summoner]. Oh, I am Aske of the Longstride Peoples, and... Mother also says a greeting."
>
>

Interact:

> "...but why would they do such things, Mother? ...Oh... people are strange..."
>
>

> "Good day, [summoner]. In the past I would have asked if you needed healing, but... I don't do that anymore..."
>
>

> "I always like this time of year... the Sairshi finally remember to thank nature properly in their festivals."
>
>

> "Oh, what is that smell? A pumpkin baked treat? How... intriguing..."
>
>

> "My old family were Deer Ainvi... I'm not sure what they would think of me, in a form like this..."
>
>

> "Mother says you have something in mind for me."
>
>

> "I wonder... I used to have a deer friend, and a moth friend both. But after I changed... I have not seen them since..."
>
>

Leveling Up:

> Bad: "...No, Mother! I-I'm sorry!"
>
>

> Medium: "Hmm... seems this new gift \*does\* grant me strength..."
>
>

> Good: "I feel strong enough to eat a whole deer...!"
>
>

Attack:

> "Grrggh!"
>
>

> "Come here!"
>
>

Special Skill:

> "Shall I taste you with my claws?!"
>
>

> "I'll show you... I'll show you all!"
>
>

Block/Evade:

> "Hmph, you think that would work on me? Now?"
>
>

> "I am beyond such things these days."
>
>

Injured:

> "Grr! How?!"
>
>

> "Mother... don't abandon... me!"
>
>

Retreat:

> ***...Now is not the time, the Little One belongs to ME...!***
>
>

Mission Start:

> "Where are we going, Mother?"
>
>

Mission End:

> "As you see [summoner], I am stronger than I was."
>
>

  Confession  "Ah, there you are [summoner]. I must be... quiet. Shh! Whisper... like me... Anyway... Mother is... asleep now, and I feel... I must say something to you. You have shown me that power... need not come from others. From... outsiders. You, and the other Heroes, fight with your own strengths, your own abilities... and are in full control of yourself. I... am not so sure that is the case with me, anymore. Sometimes I wonder if... if I gave up... too much... But... you have proven honorable, and true. Will you keep an eye on me? And do... whatever may need done... In case I... go too far, too deep... and can't get myself back...?"
Cassander

## Summoning Information

* Base Class: Sniper
* Inherent Weaknesses: None
* Presence Types: Calm, Robust
* Pools: 3\*

## Level 1 Stats

This table assumes neutral nature and default class

## Skills

 2
 3

## Quotes

Summoning:

> "Name's Cassander. It's not the first time I've traveled for work, but I don't think I've ever been all the way out here before."
>
>

Interact:

> "Hey there, [Summoner]. Up for a game of cards?"
>
>

> "Got a name for me? I'll give you a number."
>
>

> "You know any cheap bars around here [Summoner]? I'm low on coin and low on friends, lookin' to change one of those."
>
>

Leveling Up:

> Bad: "Didn't know I was that old..."
>
>

> Medium: "Different from how I learned, but guess it works for now."
>
>

> Good: "It's a dog eat dog world. And I'm feastin'."
>
>

Attack:

> "Never even saw me."
>
>

> "Keepin' you on your toes."
>
>

Special Skill:

> "Sorry, but I don't miss my mark."
>
>

> "Dodge these!"
>
>

Block/Evade:

> "Try again."
>
>

> "Someone much better than you tried that on me, and it didn't work then either."
>
>

Injured:

> "Shouldn't have shown myself..."
>
>

> "You're quicker than I thought..."
>
>

Retreat:

> "Guess I'm - \*cough\* - out of a job again..."
>
>

Mission Start:

> "Business as usual."
>
>

Mission End:

> Worth what you paid me?
>
>

>
>

> Upset:
>
>

Release:

  Confession  I gotta thank you, [Summoner]. I was trained to serve some shady- nah, evil people, and for a long time it didn't bother me at all. Money came in, and that was enough for me. But I've done a lot in my life, and met people that made me wish something was different. And you've given me that chance [Summoner], the chance to do more than just kill small time punks that pissed off big time ones. And I gotta thank you for that, cause I don't know if I've ever felt this happy with myself since I was a kid on the streets without a care in the world. So for what it's worth, thanks for my second chance. I won't waste it, [Summoner].
Clyde (Disambiguation)

**Clyde** may refer to:

* Clyde, a U.S Army Colonel, in *Combat!*
* Clyde, a U.S Navy sailor, in *Pacific Inferno*.
* Clyde Adams, a U.S Army Sergeant, in *Combat Report*.
* Clyde Bartlett, a U.S Army Lieutenant Colonel, in *Attack*.
* Clyde Bowren, a U.S MP Sergeant, in *The Dirty Dozen* and *The Dirty Dozen: Next Mission*.
* Clyde Penrose, a RAF Wing Commander, in *Mosquito Squadron*.
Tatum

## Personal Information

Hair Color: Light brown hair, but not quite dirty blond

Clothing: Changes depending on her mood. She wears bright colors when she's happy and darker colors when she's sad. Though her usual outfit of a shirt and a skirt usually stays consistent.

Personality: Cheerful, happy, and all around a nice person. She does her best to support her group and tries her best to contribute in any way. Even in battle, sometimes she'll drop what she's doing to pick up a teammate.

Gender: Female

## Summon Information

Base Class: Strategist

Inherent Weaknesses: N/A

Presence Types: Sturdy, Calm

Pools: 3\*, 4\*, 5\*