recursal/Fanatic-Fandom huggingface dataset:
GUNGAN

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From the watery depths of Naboo the Gungans are an ancient war like species with many long

held, and proud traditions. Gungans can hold their breath for extended periods of time, and they live within underwater cities. Their bubble dwellings contain a breathable atmosphere. The most common Gungan species is the otolla Gungans characterized by a taller leaner build extended eye stalks the rare ankura Gungan has recessed eyes and a heavier, shorter frames except for the physical differences there is no genetic differences between the 2 types. Gungans are usually distrustful of strangers, and slow to accept aid they are never the less brave, proud, strong, and confident in the ways of their traditions.

**Personality:** Gungans tend to be inquisitive, cautious, and suspicious.

**Physical Description:** Gungans range from 1.6 meters to 2 meters tall with 2 eye-stalks floppy ears and long tongs.

**Gungan home world:** Naboo

**Languages:** Gungans read, and speak Gungan, and basic.

**Adventurers:** Gungan adventurers have a strong warrior tradition many leave the underwater cities to explore the ancient swamps, and shorelines. Since the treaty with the humans of Naboo some Gungans have taken a larger step into galactic society these brave

individuals are driven by an impulse to explore and regain the warrior spirit of old.

**GUNGAN RACIAL TRAITS**

• • +2 constitution -2 wisdom Gungans are a hardy species but art particularly strong willed or perceptive

• • Medium-size Gungans have no special benefits or penalties due to their size

• • Gungans have a base land speed of 10 meters.

• • Automatic languages Gungan, and basic.

• • Hold breath Gungans are at home in the air or under water when under water their nostrils seal and and they can stay submerged for much longer than members of other species a Gungan can hold his breath for a number of rounds equal to 25 times his constitution score before he needs to make checks against drowning Gungans also get a +4 bonus to swim checks

• • Low-light vision Gungans can see twice as far as a human in dim light.

• • +2 species bonus on listen checks despite their limited wisdom Gungans have great hearing.

• • +1 species bonus on Reflex Saves Gungans have an amazing ability to avoid danger.
Gundam Medium Armor

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**E.C.O.A.S. Special Forces Combat Normal Suit (PL 6)**

After the end of the Second Neo Zeon War the Earth Federal Forces initiated the Universal Century Rearmament program which involved the updating and replacing the weapons and equipment for all the branches of the Earth Federation Military. It was in this period of development that lead to the creation of a space born infantry normal suit that could be either used as a pilot suit or as a normal suit for infantry actions in the vacuum of space. The great advantage of this type of normal suit over the previous versions is the integration of a self sealing bond gel.

**NTD Intergrated Interface Pilot Normal Suit (PL 7)**

Designed as part of the Universal Century Rearmamment program alongside the RX-0 Unicorn Gundam. The normal suit was designed to compliment the RX-0 type Gundam Mobile Suits and the NTD system that was built into them. This normal suit incorporates all advancements of previous Normal suits including integration of a self sealing bond gel. Additionally the suit is lined with pockets of psychoframe grating a +2 to all psionic checks and a built in medical system granting a +2 to all Fort Saves.
ILLUSION (Cha)

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***Psionic Skill:** Requires the Wild Talent, and Psychokinesis feats.*

You can use the Force to manifest false visual and auditory images that seem completely real to those who perceive them.

**Check:** This skill creates illusions to trick, distract, or even harm those who perceive them. (Though these illusions can’t cause physical harm, they can provoke fatal mistakes by those who don’t recognize them as unreal.)

Your Illusion check result sets the DC for the target’s Will saving throw.

 5-14
 15-24
 25-34
 35+

The maximum range for this skill is 1,000 kilometers from the psychic character. The distance of the illusion from the Force-user modifies the psionic power point cost.

 10 kilometers
 100 kilometers
 1,000 kilometers

Maintaining an illusion for more than a single round requires an attack action (but no additional skill check) and the vitality point expenditure, as well as a level of concentration. A psychic character can’t maintain an illusion while using other Force skills or engaging in distracting activity.

**Special:** Each person who perceives the illusion perceives the same event. Characters encountering an illusion can’t attempt a saving throw to recognize it as illusory until they study it carefully or interact with it in a significant fashion.

A successful saving throw against a psionic illusion reveals it to be false and dispels the illusion.

A failed saving throw indicates that a character doesn’t notice anything is amiss. A character provided with incontrovertible proof that an illusion isn’t real doesn’t need to make a saving throw.

If a character makes a successful save against an illusion and communicates this knowledge to others in the area, each of these others immediately makes a Will saving throw with a +4 circumstance bonus to identify the illusion as false.

Using Illusion to perform a deadly act against a living target gives the Force-user a Dark Side Point.

You can take 10 when making an Illusion check, but you can’t take 20.

A character with the Mind Trick feat gets a +2 aptitude bonus on Illusion checks.

**Time:** Illusion is an attack action to activate and an attack action every round it is maintained.

**Psionic Power Point Cost:** Pay the cost given above for the appropriate distance during every round in which you maintain the illusion.
Gundam Light Armor

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**Pilots Normal Suit Mk I (PL 6)**

Designed for combat pilots before the start of the One Year War by the Earth Federation Forces for fighter pilots the design was quickly adopted by the Principality of Zeon Military for use with Mobile suit pilots. The differences between the two types are all purely cosmetic in both design and function.

The pilots Normal suit Mk. I is not particularly sturdy or designed to protect the wearer from injury instead it creates several different airtight seals around various parts of the body limiting the space filled with air to the helmet. This prevents the entire suit from being depressurized should part of the suit be punctured. While this means that being stabbed or shot might not be immediately fatal the suit comes equipped with a number of instant seal patches, and pilots are advised to use them immediately.

**Pilot Normal Suit Mk. II (PL 6)**

In the wake of the One Year War Anehime Electronics bought up most of the companies that produce weapons and equipment for both sides during the war. Shortly before the outbreak of the Gryps Conflict AE developed the Pilot normal suit Mk. II.

The pilot suit Mk. II was designed with a modest amount of defensive plating and padding. Additionally it followed the lead b of the Mk. I retaining the skintight seals to prevent decompression.

**Pilot Normal Suit Mk. III (PL 6)**

Anehime Electronics designed the next generation of pilot normal suits shortly after the end of the Gryps Conflict. The suit is an excellent overall advancement over the older Mk. I, and Mk. II pilot normal suits.
Jedi Sentinel

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FIELD MEDIC

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**Requirements**

To qualify to become a Field Medic, a character must fulfill the following criteria.

**Base Attack Bonus:** +2.

**Skills:** Treat Injury 6 ranks, Spot 6 ranks.

**Feat:** Surgery.

**Class Information**

The following information pertains to the Field Medic advanced class.

**Hit Die:** The Field Medic gains 1d3 + the Characters Constitution modifier in Hit Points per level.

**Action Points:** 6 + one-half character level, rounded down, every time the Field Medic attains a new level in this class.

**Skill Points at Each Level:** 5 + Int modifier.

**Class Features**

The following features pertain to the Field Medic advanced class.

**Medical Specialist**

The Field Medic receives a competence bonus on Treat Injury checks. At 1st level, the bonus is +1. It increases to +2 at 5th level, and to +3 at 8th level.

**Expert Healer**

At 2nd level and higher, the Field Medic’s ability to restore hit points with a medical kit or surgery kit and a successful use of the Treat Injury skill improves. In addition to the normal hit point recovery rate (1d4 for a medical kit, 1d6 per patient’s character level for surgery), the Field Medic restores 1 hit point for every level he or she has in this advanced class.

**Bonus Feats**

At 3rd, 6th, and 9th level, the Field Medic gets a bonus feat. The bonus feat must be selected from the following list, and the Field Medic must meet all the prerequisites of the feat to select it.

Armor Proficiency (light), Armor Proficiency (medium), Cautious, Defensive Martial Arts, Dodge, Educated, Improved Initiative, Medical Expert, Personal Firearms Proficiency, Surface Vehicle Operation, Vehicle Expert.

**Medical Mastery**

When making a Treat Injury skill check, a Field Medic of 4th level or higher may take 10 even if stress and distractions would normally prevent him or her from doing so.

**Minor Medical Miracle**

At 7th level or higher, a Field Medic can save a character reduced to –10 hit points or lower. If the Field Medic is able to administer aid within 3 rounds of the character’s death, he or she can make a Treat Injury check. The TN for this check is 30, and the Field Medic can’t take 10 or take 20. If the check succeeds, the dead character can make a Fortitude save (TN 15) to stabilize and be restored to 0 hit points.

If the Field Medic fails the skill check or the patient fails the save, the dead character can’t be saved.

**Medical Miracle**

At 10th level, a Field Medic can revive a character reduced to –10 hit points or lower. If the Field Medic is able to administer aid within 3 minutes of the character’s death, he or she can make a Treat Injury check. The TN for this check is 40, and the Field Medic can’t take 10 or take 20. If the check succeeds, the dead character can make a Fortitude save (TN 20) to stabilize and be restored to 1d6 hit points.

If the Field Medic fails the skill check or the patient fails the Fortitude save, the dead character can’t be restored.
Farscape

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Farscape features a diverse ensemble of characters who are initially escaping from corrupt authorities in the form of a militaristic organization called the Peacekeepers. The protagonists live inside a large bio-mechanical ship called Moya, which is a living entity. In the first episode, they are joined by the main character, John Crichton, a modern-day American astronaut who accidentally flew into the entrance of a wormhole near Earth during an experimental space flight. On the same day, another stranger is picked up by Moya: a stranded Peacekeeper named Aeryn Sun. Despite his best intentions, John makes enemies; the primary of these is known as Scorpius. There are a few stand-alone plots but the show gradually unfolds progressive arcs beginning with their recapture by the Peacekeepers, followed by John's search to find another wormhole back to Earth and an eventual arms race for wormhole technology weapons. Secondary arcs explore the way in which the characters change due to their influences and adventures together, most notably John over his obsession with wormhole technology, his relationship with Aeryn and the neural clone of Scorpius that haunts him in his brain.

## **Farscape**

These are the available resources for Farscape.

PlaceholderFarscape Species GuidePlaceholderFarscape EquipmentPlaceholderFarscape Creature CompendiumPlaceholderFarscape Vehicle WeaponsPlaceholderFarscape Aquatic Vehicles CodexPlaceholderFarscape Starfighter CodexPlaceholderFarscape Starship Codex
Goa'uld Udajeet

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The Udajeet, also less formally known as a Winged Glider, was an open cockpit Death Glider.

The Udajeet was used by Ra on Abydos to quell the uprising incited by the Tau'ri. Two of these gliders emerged from Ra's Pyramid ship and attacked the city of Nagada. These two glider's participated later in the battle at the pyramid. O'Neill's team and Skarra's rebellion held off the attacking Death Glider's while O'Neill, Daniel, and Sha're infiltrated Ra's ship. O'Neill's team and Skarra's rebellion surrendered when they knew they were out gunned and outnumbered. The two Death glider pilots landed their craft not far from Ra's ship and prepared to kill the group when Kasuf returned leading an army of Abydonian slaves who arrived at the last moment and attacked the two pilots killing them. The two now unmanned Death glider's were presumed to have been abandoned after Ra's ship was destroyed.

**Purchase TN:** 218 (To Build) 145 (New) 96 (Used)

**Restriction:** Mil (+3)

• • Atmospheric Aircraft require the Pilot Plane Skill to be operated.

• • Many atmospheric aircraft have vehicle mounted weapons, these vehicle weapons require the Vehicle Weapon Proficiency feat.

***Accommodations***

• • 2 Seats

***Structure Traits***

• • Wings (PL 4) **• •** Advanced Control Flaps (PL 5)

***Power System***

• • Naquada Reactor

***Vehicle Systems***

• • Maneuvering Thrusters (PL 5) • • 2x Particle Impulse Engine (2,100 meters.) (PL 7) • • Class III Sensor Array (PL 6) • • Subspace Radio (PL 7) • • Radiation Shielding (PL 6) • • Targeting System (PL 6) • • Repulsorlift (PL6) • • 2x Heavy Staff Cannon (PL 7)
Echani Greenhorn

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**Species Traits**

• • Armor Aversion: Echani, while not incapable of wearing Armor, prefer light flexible outfits that grant greater freedom of movement and feel uncomfortable in anything heavier than light armor and suffer an additional -2 check penalty when wearing any armor above medium.

• • +2 to Fort Saves made to resist cold weather conditions.

• • Skill Bonus: Echani gain a +2 species bonus to Listen, Spot, and Sense Motive.

• • Human Subtype: This trait means that Echani are considered human for purpose of determining whether the character is susceptible to certain diseases that only effect humans. Additionally, Echani are considered human for purpose of determining whether the character qualifies for racial templates that require the character to be human, and Advanced Classes that require the character to be human.

**Class Abilities**

• • Living Weapon 1d6: The Martial Artist attacks with either fist interchangeably, or even with elbows, knees, and feet. This means that the Martial Artist may even make unarmed strikes when his or her hands are full, and there is no such thing as an off-hand attack for a Martial Artist striking unarmed.

The Martial Artist also deals more damage with unarmed strikes. At 1st level, the martial artist deals 1d6 points of damage with an unarmed strike. At 7th level, damage increases to 1d8. At 16th level, it increases to 1d10.

This is an increase to Combat Martial Arts damage; this has no effect on Brawl.
Heavy Gear Vehicle Power Systems

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All vehicles require a power system to operate supplying power to the vehicles engines and various systems. Many various power systems are well suited for the use of dozens of vehicles that operate in a large variety of roles.

**V-Engine (PL 6)**

The engine works by having two rotating cylindrical engine blocks with multiple chambers in each block. The blocks somewhat resemble large scale cylinders from a revolver handgun. The two rotating cylinders are set approximately 90 degrees from each other, and shared between each rotating block are several solid V-shaped rods that serve as pistons. As the blocks rotate inside their static housings openings in the sides of the rotating and static portions of the engine will line up and act as intake and exhaust ports, and also electrical contact connections trigger the spark plugs. The rotation of the cylinder blocks can then be tapped for electrical power generation or directly for hydraulic pressure. Maintenance for an V-Engine cost TN 3 per month for each point of power the V-Engine provides. If the Operating Cost is not paid, the device no longer functions. A V-Engine can be built big enough and powerful enough to provide as much power as is needed however a V-Engine provides 4 Power Slot for every 1 Equipment Slots it takes up. A V-Engine burns fuel to function. A V-Engine uses a unit of fuel every 2 hours divided by how many Equipment Slots were used.
KRISH

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The Krish were smooth-skinned humanoids with large, wide heads. Their faces were dominated by bony ridges above the eyes and along the nose, and their mouths were filled with rows of tiny, pointed teeth. They often smiled when seeing any form of entertainment. They also had short, wiry hair.

Krish loved playing games of any sort, as they provided a way to focus their aggressive psychology. They were incredibly competitive, and they responded well in the face of difficult puzzles or extreme adversity. However, when faced with easier tasks, they would often intentionally make it harder for themselves. Their love of games also had a distracting effect, so they were highly unreliable when it came to business matters or other jobs they considered unexciting.

A number of Krish under the leadership of Bardron were in charge of the basic operations of the swoopdueling tournaments on Jervo's World around the time of the Mandalorian Wars.

**KRISH SPECIES TRAITS**

• • Ability Modifiers: +2 Strength, -2 Intelligence, -2 Wisdom.

• • Medium-size: As Medium-size creatures, Krish have no special modifiers due to their size.

• • Speed: Krish base speed is 10 meters.

• • Easily Distracted: Krish must succeed at a Will save (TN 10) to stay focused on the task at hand when the opportunity to solve a puzzle, play a game, or observe a contest presents itself. The GM can modify the TN depending on the urgency of the Krish’s current business and the allure of the new prospect or distraction. If the Krish fails the save, he is dazed for 1 round (can’t take actions but can defend normally). After that, the Krish can act normally but only participates in combat if threatened or attacked.

• • Skill Bonus: Krish gain a +2 species bonus on Gamble checks.

• • Bonus Feat: Krish gain one of the following feats as a bonus feat: Athletic, Gearhead, Stealthy, Toughness, Track, Weapon Group Proficiency (any one).

• • Free Language: Read/Write and Speak Krish.
Low Altitude Assault Transport/carrier (LAATc)

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The Low Altitude Assault Transport/carrier, known more simply as the LAAT/c, was a vehicle carrier variant of Rothana Heavy Engineering's Low Altitude Assault Transport series of repulsorlift gunships developed for the Grand Army of the Republic. Beginning with the First Battle of Geonosis in 22 BBY, the LAAT/c saw use throughout the Clone Wars between the Galactic Republic and the Confederacy of Independent Systems and in the years afterward. Manned by a single pilot, the LAAT/c was originally designed to deploy All Terrain Tactical Enforcers onto battlefields, though it was soon modified to accommodate a number of additional vehicles as the Clone Wars progressed, using powerful magnetic clamps to hold payloads in place. The LAAT/c shared the same rear-wing configuration common to all LAAT gunships, though it lacked the undercarriage that the more common Low Altitude Assault Transport/infantry used to carry clone troopers into battle, and also lacked the heavy armament of its cousins.

**Purchase TN:** 116 (To Build) 77 (New) 51 (Used)

**Restriction:** Mil (+3)

**Shield** – **SP** 220 – **DR** 44 – **Shield** **Damage Threshold** 88

• • Starfighters require the Pilot Starship Skill to be operated.

• • Many starfighters have vehicle mounted weapons, these vehicle weapons require the Vehicle Weapon Proficiency feat.

• • A starfighter in combat is always moving either under its own power, or by its current momentum, unless it has been brought to a full stop (a starfighter coming to a full stop is a move action, a starfighter at a full stop is considered flatfooted until it moves again. This rule does not apply to vehicles able to hover in place). On a turn that a starfighter does not come to a full stop, and does not make a move action that round, the starfighter still moves forward in a straight line an amount of squares equal to one half its normal movement. (Vehicle Trait)

• • Shuttles get a +5 bonus to all Saves and Piloting Skill Checks made to re-enter or exit a planets atmosphere.

***Accommodations***

• • 2 Seats

***Structure Traits***

• • Wings (PL 4) **• •** Magnetic Cargo Carrier Clamps (PL 5)

***Power System***

• • Cryogenic Power Cell (PL 6)

***Vehicle Systems***

• • 10x Fuel Tanks (PL 5) • • Maneuvering Thrusters (PL 5) • • 2x Rocket-Jet Space Engines (900 meters) (PL 5) • • 2x Hydrogen Injectors (PL 5) • • Repulsorlift (PL6) • • Fuel Economizer (PL 6) • • RAM Scoop System (PL 6) • • Internal Comm System (PL 5) • • Life Support System (PL 5) • • Utility Flare System (PL 5) • • Class III Sensor Array (PL 6) • • Gravity Field Generator (PL 6) • • Proximity Sensors (PL 6) • • Collision Detection Sensors (PL 6) • • Subspace Radio (PL 7) • • Autopilot System (PL 5) • • Radiation Shielding (PL 6) • • Missile Lock Alert (PL 6) • • Shields – SP 220 – DR 44 (PL 7) • • Targeting System (PL 6) • • 2x Laser Cannon, Medium (PL 6)
Horse

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Horses are widely domesticated for riding and as beasts of burden.

**Combat**

A horse not trained for war does not normally use its hooves to attack. Its hoof attack is treated as a secondary attack and adds only half the horse’s Strength bonus to damage. (These secondary attacks are noted with an asterisk in the Attack and Full Attack entries for the heavy horse and the light horse.)

The statistics presented here describe large breeds of working horses such as Clydesdales. These animals are usually ready for heavy work by age three. A heavy horse cannot fight while carrying a rider.

**Carrying Capacity:** A light load for a heavy horse is up to 200 pounds; a medium load, 201-400 pounds; and a heavy load, 401-600 pounds. A heavy horse can drag 3,000 pounds.

The statistics presented here describe smaller breeds of working horses such as quarter horses and Arabians as well as wild horses. These animals are usually ready for useful work by age two. A light horse cannot fight while carrying a rider.

**Carrying Capacity:** A light load for a light horse is up to 150 pounds; a medium load, 151-300 pounds; and a heavy load, 301-450 pounds. A light horse can drag 2,250 pounds.

These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

**Carrying Capacity:** A light load for a heavy warhorse is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A heavy warhorse can drag 4,500 pounds.

These animals or similar to light horses but are trained and bred for strength and aggression. They usually are not ready for warfare before age three. A light warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

**Carrying Capacity**A light load for a light warhorse is up to 230 pounds; a medium load, 231-460 pounds; and a heavy load, 461-690 pounds. A light warhorse can drag 3,450 pounds.
Megacorp

Megacorps are a form of institution that is common in Orion's Arm.

Vast meta-organisations that once shaped all of Terragen life. Some academics trace their nascent origins back to the fifth century b.t., citing such organisations as the East India Company as sharing many of the attributes of later megacorps. Consensus however suggests true megacorps evolved out of powerful and wealthy mercantile conglomerates in the Interplanetary Age. These would develop into interstellar powers that drove commerce and economics throughout the known worlds.

To sophonts from empires in which megacorp presence has waned or was never there to begin with it is common to view them as simply large commercial entities. This is an understandable mistake, whilst megacorps do operate large commercial arms the majority of groups within the megacorp have little to do with trade. Megacorps have often been called "meta-organisations" as they are most often groups of all kinds united together into one organisation for the purposes of mutual aid, regulation, protection and influence. Commercial, political, religious, scientific and cultural groups are amongst the most common of megacorp membership. Whether the group in question is a system wide government or a local neogen hobby team megacorps welcome any that can help further the goals of the entire organisation. Eminent megacorpologist Chadder Wren once described membership as "opening up a world of connections from which resources and favours can be drawn, and offered."

Whilst the internal structure of megacorps has varied greatly a key trend has always been to control vast commercial interests at the behest of organisation stakeholders. Often megacorps have been compared to the nation-states they superseded, especially in cases where they own and operate territory. However megacorps are largely supra-national, they operate in as many polities as they can and utilise commercial, political and memetic means to further their goals.

Today the megacorps are largely limited to the NoCoZo, various Free Zones, the Outer Volumes and along some of the Deeper Covenant trade routes. Most Sephirotic Empires have little use for megacorps.

Once, they shaped all of Terragen life. Unimaginably powerful and wealthy mercantile corporations, they spanned star-systems and drove commerce and economics throughout the known worlds. They manipulated entire polities and even worlds with ease, waging a never-ending battle of memetic subversion, a war to win the hearts and minds and pockets of their potential customers.

## See Also

* https://www.orionsarm.com/eg-topic/45b3bdad1fb9d
Swamp Thing

Swamp Thing is a Hero from the Original Set. When played, he provides +5 Power if you control a Location, but otherwise only provides +2 Power.

## Strategy

Swamp Thing has the potentially to provide a very strong +5 Power at only cost 4, an ability that is usually valued at cost 7. This is quite strong, and has a low risk, as he still provides +2 Power without a Location. He is usually worth buying even if you don't already have a Location, just because his potential strength is so high. If you do already have a Location, then Swamp Thing immediately becomes one of the best cards in the game, relative to its cost.

Once you own Swamp Thing, buying any Location becomes a top priority as long as you think you will play it before the end of the game. Locations are usually cost 5, and thus destroying your Vulnerabilities can make it more likely that you will have 5 Power on the first turn a Location is available to you.

In the Original Set, there is no way to discard a Location from play once you play it, making Swamp Thing even stronger. Some expansions include cards like Killer Frost, which make

If your opponent has Swamp Thing, then you should do as much as possible to make sure they don't also get a Location, and vice versa. Attacks like Killer Frost can hope to tamper a player who gets both Swamp Thing and a Location, but at that point your only other option might be to defeat Super-Villains and just try to make the game end faster.
FARSEEING (Wis) Trained Only

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**Psionic Skill:** Requires the Wild Talent, and ESP feats.

You can use your psionic abilities to gain vague impressions of events happening in other places or times. These are impressions only and usually focus on strong imagery and emotions. The past and present can't change, so viewing such events relies on your getting the correct perceptions. The future is fluid, however, always in motion, and therefore subject to change. With the Farseeing skill, you can detect when your friends are in danger, examine significant details of a past event, or determine the probable outcome of a stated course of action.

**Check:** The TN of a Farseeing check is based on what you want to view. You must declare what kind of vision you seek to experience – the time, place, and/or person of the vision.

Seeing another place is TN 15, seeing events of the past is TN 20, and seeing events of a possible future is TN 25. since the future is mutable, the accuracy of such visions can be far from perfect. The higher the result the more details you glean.

**As a Reaction:** You can also use Farseeing to gain a reroll after you fail an attack roll, saving throw, or skill check. The TN for this application of the skill is 25. if successful, and if you haven't used the skill within the time listed below, you can check to gain a reroll to use immediately. Consider that the psionic character had an earlier vision that he or she is now taking advantage of to change the course of events. Though the vision took took place earlier, you spend the psionic power point cost (9) when you make the check.

**Special:** In addition to entering a trance and seeking your own vision, the GM can aid your character in this way. Of course, the more ranks you have in the skill, the better the quality of the vision. You can take 10 when making a Farseeing check, but you can't take 20.

**Time:** Activating Farseeing is a standard action.

**Psionic Power Point Cost:** 2
First generation

The first generation is the first generation of people who were cryonically frozen. Unlike the Beloved of Kami they have a pretty different culture

## Culture

The First generation are overwhelmingly cishet white American men. They tend to be atheists who were fixated on technology. Very different in values from the Beloved of Kami.
Human Storm Trooper Experienced

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Stormtroopers were the elite soldiers of the Galactic Empire. Like Imperial-class Star Destroyers and TIE fighters, stormtroopers served as ever present reminders of the absolute power of Emperor Palpatine. These faceless enforcers of the New Order were considered an extension of the Emperor's will, and often used efficient yet brutal tactics to keep thousands of star systems throughout the galaxy in submission to the Empire. At the height of the Empire, stormtroopers had effectively become symbols of major authority. With few exceptions, they were distinguished from all other military units by their signature white armor.

**Species Traits**

• • 1 extra feat at 1st level, because humans are quick to master specialized tasks and varied in their talents. See Chapter: Feats.

• • 4 extra skill points at 1st level and 1 extra skill point at each additional level, since humans are versatile and capable. (The 4 skill points at 1st level are added on as a bonus, not multiplied in; see Chapter: Skills.)

**Class Abilities**

• • ***Ambush:*** When you successfully hit an opponent who has not yet acted in combat, you deal +2 damage with the attack.

• • **Robust:** The Commoner becomes especially robust, gaining a number of hit points equal to his Commoner level as soon as he selects this talent. Thereafter, the hero gains +1 hit point with each level he gains.

• • **Extreme Effort:** The effort requires a full-round action and provides a +2 bonus on the check.

• • ***Shoot from the Hip:*** You can always use a rifle to make attacks of opportunity.

• • ***Opportunity Fire:*** You gain a +2 bonus on attacks of opportunity made with rifles.

• • ***Man Down:*** Whenever an ally within 6 meters of you is reduced to 0 Hit Points, you may immediately move up to your speed towards that ally as a reaction, and not provoke attacks of opportunity.

• • ***Lifesaver:*** (Prerequisite: *Man Down*) 1/encounter, reaction: When an ally takes damage that equals or exceeds its damage threshold or reduces it to 0 hit points, you can take all that damage yourself provided you can move your speed and reach them, provoking attacks of opportunity as normal.

• • **Bonus Class Skill:** Code-Breaking

• • **Skill Bonus +1:** Code-Breaking
Gundam Smallarms

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**Zimad Liberty Maker 9mm (Luggar Mk. II) (PL 6)**

Built as a direct successor to the German Luggar P08 widely used in WW2. The weapon was gauged for a 9 mm, and quickly became a favorite sidearm of Zeon pilots, ship crews, and infantry
Feats

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A feat is a special feature that either gives your character a new capability or improves one he or she already has. Unlike a skill, a feat has no ranks. A character either has a feat or does not.

**FEAT TYPES**

**[ARMOR FEAT]**

**[BASIC FEAT]**

**[COMBAT FEAT]**

**[LEADERSHIP FEAT]**

**[LUCK FEAT]**

**[POISON FEAT]**

**[PROFICIENCY FEAT]**

**[RAGE FEAT]**

**[SHIELD FEAT]**

**[UNARMED FEAT]**

**[VEHICLE FEAT]**

**FEAT DESCRIPTIONS**

Here is the format for feat descriptions.

**FEAT NAME**

Description of what the feat does or represents in plain language.

**Prerequisite:** Some feats have prerequisites. Your character must have the indicated ability score, class feature, feat, skill, base attack bonus, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which he or she gains the prerequisite. For example, at 3rd level, Kurt could spend 1 skill point on the Ride skill (gaining his first rank in Ride) and select the Mounted Combat feat at the same time.
A character can’t use a feat if he or she has lost a prerequisite but he does not lose the feat itself. If, at a later time, he regains the lost prerequisite, he immediately regains full use of the feat that prerequisite enables.

This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.

**Benefit:** What the feat enables the character (“you” in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.

**Normal:** What a character that does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.

**Special:** Additional facts about the feat that may be helpful when you decide whether to acquire the feat.

## **Core Feats**

PlaceholderARMOR FEATSPlaceholderBASIC FEATSPlaceholderCOMBAT FEATSPlaceholderLEADERSHIP FEATSPlaceholderLUCK FEATSPlaceholderPOISON FEATSPlaceholderPROFICIENCY FEATSPlaceholderRAGE FEATSPlaceholderUNARMED COMBAT FEATSPlaceholderSHIELD FEATSPlaceholderVEHICLE FEATS
## **Campaign Setting Feats**

PlaceholderGundam FeatsPlaceholderRorouni Kenshin FeatsPlaceholderStargate FeatsPlaceholderStar Wars Feats
ILH-KK Citadel-Class Cruiser

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The ILH-KK Citadel-class civilian cruiser was a popular armed transport built by Koensayr during the final years of the Galactic Republic. It was first manufactured some time before the Battle of Naboo.

The Citadel-class shared some design features with the BTL Y-wing starfighter, which was considered a sister ship. It was extremely sturdy, and could take severe punishment and still get to its destination. It was designed for a group of people who wanted a starship, but could not afford a capital ship.

Due to their sturdy construction, these ships stayed in use for a long time and were transferred to many different owners. They were used as luxury yachts and as warships for the Rebels, freebooters, the Corporate Sector Authority, and pirates. This led to many of them having a jumble of various features; such as smuggling compartments, military add-ons, and luxury furnishings. They had two docking clamps to carry starfighters for additional protection and firepower.

One notable Citadel-class cruiser was The Long Scale, owned by the Trandoshan mercenary Ssorku.

**Purchase TN:** 102 (To Build) 68 (New) 45 (Used)

**Restriction:** Lic (+1)

**Shield – SP** 220 **– DR** 44 – **Shield** **Damage Threshold** 88

• • A ILH-KK Citadel-class requires the Pilot Starship Skill to be operated.

• • A ILH-KK Citadel-class has vehicle mounted weapons, these vehicle weapons require the Vehicle Weapon Proficiency feat.

• • **A** ILH-KK Citadel-class gets a +4 bonus to all sensor system checks the ship makes, on both internal and external sensors. (Vehicle Trait)

• • A ILH-KK Citadel-class is designed to operate in harsh, unforgiving, and even dangerous environments. Because of this A Dynamic-class freighter treats radiation exposure as one step less severe, and crew on-board get a +2 bonus to saving throws made to resist the effects of radiation exposure. (Vehicle Trait)

• • A ILH-KK Citadel-class gets a +4 to all checks made to navigate or determine its position.

***Accommodations***

• • 6 Luxury Accommodation

***Facilities***

• • Libraries, Large (PL2) **• •** Arcade (PL 5) **• •** Sick Bay (PL 6) **• •** Maintenance Bay (PL 4)

***Structure Traits***

• • 2x Docking Clamps (PL 4)

***Power System***

• • Cryogenic Power Cell (PL 6)

***Vehicle Systems***

• • Maneuvering Thrusters (PL 5) • • Repulsorlift (PL6) • • Hyperdrive Class 2 (PL 6) • • 3x Ion Engine (Speed +500 meters.) (PL 6) • • Navicomputer (PL 6) • • Automatic Fire Control System (PL 5) • • Internal Comm System (PL 5) • • Life Support System (PL 5) • • Class I Sensor Array (PL 5) • • Gravity Field Generator (PL 6) • • Holo Transceiver (PL 7) • • Subspace Radio (PL 7) • • Anti-Accident System (PL 6) • • Autopilot System, Improved (PL 6) • • Chaff Launcher (PL 6) • • Damage Control, Improved (PL 6) • • Radiation Shielding (PL 6) • • Shield – SP 220 – DR 44 (PL 7) • • Targeting System (+8) (PL 6) • • 2x Laser Cannon Medium (PL 6)
Panspermia

**Panspermia** () is the hypothesis, first proposed in the 5th century BC by the Greek philosopher Anaxagoras, that life exists throughout the Universe, distributed by space dust, meteoroids, asteroids, comets, and planetoids, as well as by spacecraft carrying unintended contamination by microorganisms. Panspermia is a fringe theory with little support amongst mainstream scientists. Critics argue that it does not answer the question of the origin of life but merely places it on another celestial body. It is also criticized because it cannot be tested experimentally.

Panspermia proposes (for example) that microscopic lifeforms which can survive the effects of space (such as extremophiles) can become trapped in debris ejected into space after collisions between planets and small Solar System bodies that harbor life. Panspermia studies concentrate not on how life began, but on methods that may distribute it in the Universe.

Pseudo-panspermia (sometimes called *soft panspermia* or *molecular panspermia*) is the well-attested hypothesis that many of the pre-biotic organic building-blocks of life originated in space, became incorporated in the solar nebula from which planets condensed, and were further—and continuously—distributed to planetary surfaces where life then emerged.

5. ↑ Forward planetary contamination like *Tersicoccus phoenicis*, that has shown resistance to methods usually used in spacecraft assembly clean rooms:
7. ↑ Staff - Purdue University (27 February 2018). Tesla in space could carry bacteria from Earth. *phys.org*.
11. ↑ A variation of the panspermia hypothesis is **necropanspermia** which astronomer Paul Wesson describes as follows: "The vast majority of organisms reach a new home in the Milky Way in a technically dead state … Resurrection may, however, be possible."
12. ↑ Hoyle, F. and Wickramasinghe, N.C. (1981). *Evolution from Space*. Simon & Schuster, New York, and J.M. Dent and Son, London (1981), ch3 pp. 35–49.
13. ↑ Wickramasinghe, J., Wickramasinghe, C. and Napier, W. (2010). *Comets and the Origin of Life*. World Scientific, Singapore. ch. 6 pp. 137–54.
14. ↑ Klyce, Brig (2001). Panspermia Asks New Questions.
Dog

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The statistics presented here describe a fairly small dog of about 20 to 50 pounds in weight. They also can be used for small wild canines such as coyotes, jackals, and African wild dogs.

**Combat:** Dogs generally hunt in packs, chasing and exhausting prey until they can drag it down.

**Skills:** Dogs have a +4 racial bonus on Jump checks. \*Dogs have a +4 racial bonus on Survival checks when tracking by scent.
First Day of class

Chapter 2 is when Alex is introduced to fellow classmates at Lazarus Academy.

It goes in a get to know you game between all the classmates

## Content

By August of 4020 I finally managed to start making new memories again
So in September I started at Lazarus academy
I was sitting in a circle of chairs with 15 other people
Emrah said to the class
“All of you have been revived after 2000 years of stasis. While most of you completed school before your deaths, lets go around the circle and introduce ourselves, Alex you first”

So I explained my story

“My name is Alex, I was born in 2000, my dad was a cryonics engineer so that's probably why I'm here. I was a big weeb, I like traps, and Rick and Morty. I never had a girlfriend, and I died when i was 19 saving my sister from a car crash. I thought Emrah was Aqua from Konosuba for the first six months I was revived”

When I finished Emrah interjected:
“now pick someone else to speak”

So I pointed to a girl who looked around 12 with purple hair. She got excited and said
“My name is Charlie but I'm probably gonna change it. I was born in 1955 and died in 2055. My last request to my son was to bring me back as an anime girl and here I am. My body is my mental age due to Alzheimer’s and I need to learn basically everything from scratch.”

“You speak now young girl” she said as she pointed to an older woman seemingly 30 in age.

“Hello my name is Amafati, I was born in 2020, and died in 2050. My life was hard and I don't want to talk about it, next person”

She pointed to a boy who appeared a little younger than me with blue hair and said “you sir”

He responded “my name is Hikaru and I lived from 2005-2020. My parents had a custody battle over whether to let me be frozen when I was diagnosed with leukemia and I guess it worked.”

A guy who looked a little older than me said out of the blue “my name is Jason and I lived from 1980-2000. I'm so excited to see what happened. Felt like the entire world was going in such a great direction, and I'm sad to have missed it, I love history” an older looking girl immediately interjected “ I was born in the same year as you. You're lucky to have missed the two decades after your death. They were the worst.”

I told her “idk things were pretty nice in the 2010s”.

She said “the 2010s were a brief respite between the 2000s and 2020s”.

A small girl started crying and said “please no more talking about the past, we're as far from the 2020s as they were from Jesus, as far as I'm aware were in a new world. I don't want to talk about politics I just want to learn about art, watch all the animes I've missed, play some new games and just enjoy myself, it doesn't matter how things went we're all here in heaven now and that's what matters”.

Emrah said “this is enough, I guess we need to wait until tomorrow to do more. I'll put you in your dorms now” and she snapped her fingers and there was a bright light
FT-8 Star Guard

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The FT-8 Star Guard was a starfighter in the FT-series of Galactic Republic starfighters produced by Rendili StarDrive. Similar to other models of the series, the Star Guard had two wings and two rear engines, and it featured a laser cannon on each wing. The Star Guard was a redesign of the older FT-5A Honor Guard model.

**Purchase TN:** 88 (To Build) 58 (New) 39 (Used)

**Restriction:** Mil (+3)

**Shield** – **SP** 60 – **DR** 12 – **Shield** **Damage Threshold** 24

• • Starfighters require the Pilot Starship Skill to be operated.

• • Many starfighters have vehicle mounted weapons, these vehicle weapons require the Vehicle Weapon Proficiency feat.

• • A starfighter in combat is always moving either under its own power, or by its current momentum, unless it has been brought to a full stop (a starfighter coming to a full stop is a move action, a starfighter at a full stop is considered flatfooted until it moves again. This rule dose not apply to vehicles able to hover in place). On a turn that a starfighter does not come to a full stop, and does not make a move action that round, the starfighter still moves forward in a straight line an amount of squares equal to one half its normal movement. (Vehicle Trait)

***Accommodations***

• • 1 Seat Only

***Structure Traits***

• • Advanced Wings (PL 5) • • Advanced Control Flaps (PL 5)

***Power System***

• • Fission Generator (PL 5)

***Vehicle Systems***

• • 2x Ion Engine (Speed +1500 meters.) (PL 6) • • 2x Electromagnetic Turbine (PL 6) • • Maneuvering Thrusters (PL 5) • • Repulsorlift (PL6)• • Life Support System (PL 5) • • Class II Sensor Array (PL 6) • • Shields – SP 60 – DR 12 (PL 7) • • Targeting System (PL 6) • • 2x Laser Cannon, Light (PL 6)