recursal/Fanatic-Fandom huggingface dataset:
(Items - Rad) Companions: Terran Enclosure Pets

```
**Companion Market**

```

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

# Terra-Born Enclosure-Bound Pets

## Lumen Fish

Rarity **1**, (100%) - [**25c**]

**Biosignature Tags** - [Tiny], [Water-Dwelling], [Fish]

**Mature Size / Weight** - 20cm++ / 0.35kg++
**Age of Maturity / Lifespan** - 0.4 Standards / 30 Standards+
**Diet** - Carnivore, Some Variety
**Rough EQ / IQ Potential** - Somewhat Low / Somewhat Low
**Description** - An amalgamation of several common varieties of common pet fish, with the largest portion of genetics seemingly from a variety of the now-extinct common goldfish. Their name is a vague play on their gentle bioluminescence, a product of gene modding several centuries ago. They come in all manners of colours and patterns, with more popular or rare colour and glow combinations fetching higher prices. Thanks to extremely sturdy genetics, they can comfortably live at quite small sizes for decades if cared for, but can also grow into monsters under the right conditions; namely open water. Their personalities are as varied as their scales, and they continue to be one of the most popular starter pets for young kids.

## Weaver Spider

Rarity **4**, (70%) - [**120c**]

**Biosignature Tags** - [Tiny], [Surface-Dwelling], [Diurnal]

**Mature Size / Weight** - 10cm / 0.03kg
**Age of Maturity / Lifespan** - 0.5 Standards / 20 Standards
**Diet** - Carnivore, Little Variety
**Rough EQ / IQ Potential** - Somewhat Low/ Somewhat Low
**Description** - A medium-small spider of extremely docile nature, they are shaped more like jumping spiders, moving only when specifically doing something, and otherwise watching the world curiously, and sometimes gently exploring and socializing when in the presence of people it's more familiar with, or if in a large habitat with lots of free-roaming space and potentially even other weaver spiders. As part of many changes made to make them sell better as pets, these spiders can be trained using colour-coding to spin webs only in certain places, often easy-to-replace square frames. Their silk is a complex woven fiber of extremally high quality, and while they only produce about 4mt of raw silk a day, in small groups they can quickly produce enough for small-scale use, and they do make for decently social companions in their own right, being capable of remembering people and their actions, and choosing favorites.
(Lore) City: Damari

```
**Location Directory**

```

**[Sys] 13-06 Lomik**, **[Pla] Lomik I**

* Amenities and Services
* Population Demographics
* Locations of Interest

# Amenities and Services

## Equipment and Vehicle Repair Services

(6) Fuel (Sublight, FTL, Anti) (6) Vehicle (Class 0, Class 1, Class 2) (5) Equipment

Primary Sponsor
Local Government Private Sector

## Shopping Districts

(8) Weapons (8) Vehicles (9) Arcanotech

Primary Sponsor
Private Sector

Cheap Oversupply
(5) Mining Cargo (6) Data

Valuable Shortsupply
(9) Crops (8) Industrial Goods

## Medical Services

(6) Health, Local SymBio Unnecessary (6) Cybernetics (8) Gene Mods

Primary Sponsor
Local Government Private Sector

## Housing Space

Renting
(9) Minor Shortage

Buying
(10) Extremely Infrequent

Business
(10) Minor Shortage

## Government Services

Police Presence
4 - Great

Taxation
Income-Only

Galactic Rights
Guaranteed Secure
(Items - Rad) Cargo: Food

```
**Cargo Market**

```

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

## Soda

N/A

Rarity
1, (100%)

Raw Value
69,069c per ct.

Pure Value
420,420c per ct.

Base State
Solid

## Energy Drinks

N/A

Rarity
1, (100%)

Raw Value
69,069c per ct.

Pure Value
420,420c per ct.

Base State
Solid

## Snacks

N/A

Rarity
1, (100%)

Raw Value
69,069c per ct.

Pure Value
420,420c per ct.

Base State
Solid

## Drinking Water

N/A

Rarity
1, (100%)

Raw Value
69,069c per ct.

Pure Value
420,420c per ct.

Base State
Solid

## Booze

N/A

Rarity
1, (100%)

Raw Value
69,069c per ct.

Pure Value
420,420c per ct.

Base State
Solid

## Coffee

N/A

Rarity
1, (100%)

Raw Value
69,069c per ct.

Pure Value
420,420c per ct.

Base State
Solid

## Caffeine Gum

N/A

Rarity
1, (100%)

Raw Value
69,069c per ct.

Pure Value
420,420c per ct.

Base State
Solid

## Spacer Rations

N/A

Rarity
1, (100%)

Raw Value
69,069c per ct.

Pure Value
420,420c per ct.

Base State
Solid
Morena ramata

**Classe**: Gravati

**Ordine**:

**Famiglia**:

**Stato attuale**: Non minacciato

Inizialmente si pensava fossero dei crostacei, in realtà si è scoperto essere un'altra forma di Gravati.

Stazionari delle rive marittime si nutrono di cadaveri o di qualsiasi cosa passi sotto di loro.

Tengono le spiagge pulite e attorno a loro si sviluppano habitat dove la fauna locale si nutre dei loro cadaveri in un processo di riciclo continuo.

Le loro grande dimensioni e il loro comportamento lento e mite ne hanno fatto una fonte di nutrimento per molte civiltà costiere.
Fix the Water Pump

Once you've finished herding Whinnies, you'll need to speak to Tor's mother to continue.

## Guide

You can find Tor's mother in the garden behind the house. When you speak to her, she'll want you to get her some water from the pump. You'll need to pick up the bucket on the front porch of Tor's house.

Once you get the bucket, you can head over to the water pump on the side of the barn furthest from the Whinnie pen. Press square to use it. Once you get the water, however, it will break down. Go back to Tor's mom first to give her the water, then you'll need to speak to Tor's dad.

He'll tell you to fetch him his tools from the roof of the barn. To get there, push the wooden crate in the middle of the barn underneath the ladder so you can jump up and climb the ladder. Head to the right and outside. A small cinematic will play, and then you can jump across to the other side and head up the ladder to the roof.

The tools will be on the far end of the roof from here. Once you get them, you can head back to water pump and talk to Tor's father to fix it. He'll tell you to meet him inside the house afterwards.

Next Quest: Deliver Package

Previous Quest: Herding Whinnies
(Rules - D2) Hindrances

Life can be hard, and sometimes it leaves marks on a pony. Or, sometimes a pony is born just a little bit off. No matter what the story, these marks can make it a challenge to get through life without a whole load of trouble. That’s where hindrances come in. These represent some of your character’s flaws, in a semi-quantifiable way.
Don’t fret though, it’s not all bad. Each hindrance comes with a skill point value. Those, in turn with a shared starting pool of 15 points normally used for skills, can later be used to purchase traits, if you so choose, which are representations of all the good things about your character, and their special abilities.
Now, you might think in this day and age of space-fare and cybernetics that such problems are a thing of the past. Well, you’re half right. While nopony is born perfect, technology does allow us to make ourselves whole again, in any way. There will be ways to remove every hindrance your character has, but remember, nothing is ever free. Following is a list of hindrances. Any hindrance that has a linked page contains further details, those that do not are complete as listed.

## Physical Hindrances

These hindrances directly effect your body, making you weaker, slower, or sickly, even.

## Mental Hindrances

Maybe some wires are crossed, maybe they're just plain missing, but inside your head isn't a normal place.

## Existential Hindrances

It seems like the whole galaxy is out to get you, and maybe it really is!
(Items - Rad) Crops

```
**Cargo Market**

```

*Consumer Goods*, ***Crops***, *Food*, *Media*, *Natural Goods*, *Textiles*

## Soygrain

Soygrain

Rarity
1, (100%)

Seed Value
200c per ct.

Raw Value
1,000c per ct.

Pure Value
10,000c per ct.

Base State
Solid

## Cultural Crops

*[The Kishi]*

Cultural Crops

Rarity
5, (55%)

Seed Value
5,000c per ct.

Raw Value
40,000c per ct.

Pure Value
200,000c per ct.

Base State
Solid
(Lore) Arconite Cross Weapons

Founded at the very beginning of the Great War, this arms manufacturer has a storied history. Started by an engineer named Steel Cross who fought on the front lines for the Celestial Empire in some of the first ground battles, when she was forced to compensate for the poor supply lines of the Empire and modify and entire line of faulty shotguns that her squad was counting on to survive. They wouldn't interface with the standard-issue combat exosuits that ground troops were given, making they totally useless. Her innovations also included some quick upgrades that showed her true talents, increasing energy cell efficiency and recoil considerably.

Her efforts earned her a promotion to the head of an entire new weapons-research detachment along with several other engineers frim her squad, with the aim of further developing her improvements and finding ways to distribute field-upgrade kits to other squads. However, after less than a year, barely even enough time to get the detachment officially organized, very brief orders arrived with high authority shutting the project down, effective immediately. For reasons that never became clear, all ranking members of the management from the original squad were discharged from the Celestial Empire's military. Steel Cross spent years trying to dig up an explanation for the complete disregard of her career, but ce no closer than whispers that a general was working in the pockets of a very influential investor with other motives.

Eventually, she found legal safe haven in the Crystal Empire, forming the corporation with the same team that had shared her fate, beginning to produce several popular lines of low recoil shotguns that reduced scatter for most ammo types, retaining lethality at longer ranges. Never wanting her life to he stolen from her again, Steel Cross invested in a substantial legal team for the company, ensuring it would be save from takeover or market manipulation by other groups, especially a very persistent Celestial Empire, who frequently tried to claim her designs still belonged to them even after tossing her aside.

Other than a modernizing update to the name of the corp a decade after her death that shareholders thought would improve public brand appeal, the company has acted in her continued interests for many years with little to no chance, slowly falling out of the public eye but maintaining a loyal consumer base who counted on generation after generation of weapon to only get better.

## Laser Burst Rifles

*[Duality Rad]*

MehkO R8

Cost
x1.1

Rarity
+0

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

MehkO R11

Cost
x1.2

Rarity
+1

Mods
+1 [crit damage]+1 [range inc]
Duality of the Void - Core Wiki

**Welcome to the Duality of the Void - Core Wiki!**
This is where you will find all the pages that serve as the rulebook for the entire Duality of the Void role-playing system universe and canon, as well as all rulesets. Please do not edit unless you are simply making grammar, spelling, or wording changes, or are a System Master.

## Useful Pages

* Rules and TTRPG Info
* Items, Gear, and Markets
* Lore Documentation
* Location Directory
* Magic and Arcanotech {null}
* Duality: Arconite {null}

# ****Duality: Radonite Edition Core Rules****

It covers the dice system used, which is D6 based and new for this edition, as well as the four stats making a showing, new gridless combat rules, items and their functions, and vehicle mechanics.

# **Corporations**

**Arconite Cross Weapons**
**Argus Stellar Subsystems**
**Autosyn**
**Comet Mass-Fusion**
**Daygraphics Ballistics**
**Eclipse Galactic**
**Extesium Industries**
**Helina Shipyards**
**Litvak**
**Lockdown Collective**
**Lonar Intragalactic**
**Mehkdive Optics**
**Mining Oversight Division**
**Moonlight-Overtech Foundation**
**New Horizon Technologies**
**New Moon Industries**
**Newtech Concepts**
**Northlight Substrates**
**Omnibreak Industries**
**Overwide Law Enforcement**
**Pantheon Systems Inc.**
**Sunbreak Weapons**
**Synthium**
**Tarkian Manufacturing Corp**
**Terradyne Weapons**
**Terratech Foundation**
**The Komodium Group**
**The Outfarer Sovereignty**
**The Titan Foundation**
**Tyronal Shipyards**
**Valeon Kinetics**
**Verenia Starships**
**Wayfarer's Convergence**

# **Major Systems**

**04-14 Ilyndor**
**13-00 Jolindyr**
**13-01 Commaris**
**13-01 Condine**
**13-01 Toss**
**13-06 Lomik**
**13-06 Syviv**
**13-18 Elvori**
**13-18 Lybra**
**13-18 Peloce**
**14-01 Aramus**

# **Major Planets**

**Lomik I**
**Hama-B I**

# **Major Cities**

**Damari**
**Sandivan**
(Lore) Star System: 13-00 Jolindyr

* Star(s)
* Jolindyr I

# Planet

## Jolindyr I

The only blessing the prisoners can count on, strangely, is the dust storms. The planet's magnetic fields act highly unpredictably thanks to the high iron concentration of the planet, and when winds kick the finer dust up into massive clouds, causing electrical storms, unstable magnetic anomalies begin to form in the dust storms due to interaction between the planet's magnetic field and the local magnetic fields created from the storm. All work shuts down for the period of a few days up to several weeks that the storm lasts.
Jolindyr I

Class Flags
[T]

Terraforming
None

Atmosphere

Rating
3

Pressure
2.4 atm

Weather
Magnetic Dust Superstorms

Planetary Details

Surface Conditions

Light Levels
12,000 lux

Landmass Makeup
{null}

Day Length
33 Hours

Year Length
0.13 Standards

Season Intensity
None
(Lore) The Kishi

Their world is almost entirely covered in water, with only strips of islands covered in fine sand and course grasses to call the surface, but rich enough in metals. A people of technological rejection, their society was simplistic and peaceful, working with wood and fishing and sailing the calm seas, but they are famously proficient shipwrights and sailors thanks to threats from the depths below spurring advancement. Driven to the absolute edge of extinction by a planet-wide plague, less than 5,000 individuals from the sprawling island settlements that had formed, survived, although the population has since recovered to almost 20,000 thanks to help from the galactic community, which is also when they started the exports of many of their major crops, to help pay for repairs, and to a degree rejoin the galactic community. Due to generations of higher than average gravity and lack of advanced medical treatment, they average about 5 feet tall, and cover themselves in water-resistant clothes of sea blues, grays, and browns. This has no effect on the locals, who are presumed to have never had an individual awaken arcane potential, as they were unaware of its existence at the time of Landing. Consequently, the locals have a strong distrust for magic and arcanotech, and its use is only allowed within the galactic embassy in First Landing.

* Culture and Society {Null}
* Unique Biology and Abilities {Null}
* Major Exports {Null}

## Tameem

*[Duality Rad]*

Tameem

Rarity
7, (25%)

Seed Value
5,000c per ct.

Raw Value
75,000c per ct.

Pure Value
350,000c per ct.

Base State
Solid
(Lore) Planet: Lomik I

```
**Location Directory**

```

**[Sys] 13-06 Lomik**

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

# Planetary Data

## Geostats

That's not to say that the Lomik system is devoid of points of interest. In a wider orbit safe from the many moons below, a large modern city in the form of a cutting-edge space station and the small cluster of spacedocks around it house some 300k people, and provide a major stop for all who pass through the system. Taking the form of a stanford torus, although usually simply called the ringworld of Damari, the structure spans a diameter of 12km, and is 2km wide. Damari serves as a major civilian stop along the primary route from Lybra and Solaris to the Empire's colonies in the galactic south.
Lomik I

Class Flags
[J]

Terraforming
None

Atmosphere

Rating
0

Pressure
1M+ atm

Weather
Nonstop Storms

Planetary Details

Surface Conditions

Light Levels
{null}

Landmass Makeup
{null}

Day Length
4 Hours

Year Length
1.14 Standards

Season Intensity
{null}

# Centers of Civilization

## *Damari*

In reality, a structure known as a stanford torus, this giant space station contains a full artificial atmosphere, and houses a population of some 250K people in tightly packed skyscrapers. 12km in diameter, and 2km wide, it would take just over thirty years to build, and while generally remaining a success overall, would immediately meet with some difficulties. Overpopulation quickly became enough of a problem that the city had to instate a 'Zero child policy'; banning residence of greater than one month by individuals under the take of 14. This was met with understandably little enthusiasm, but given that the vast majority of profit from the station comes from travelers, the opinions of residents largely take a back seat.
Known for hosting a wide variety of notable events and meetings of civilian, corporate, and even political nature, large venue halls that are booked standards ahead are used for trade shows and conventions, and some of the top offices in the city's tallest buildings are considered extremely prime real-estate. In addition, an official job board, a wide variety of gambling establishments, and a small but well-stocked market with some of the latest tech make the city welcoming to all kinds.
Damari

Founding Year
2810

Travel Class
Small Galactic City

Controlling Factions
The Damari Foundation, The Celestial Empire

Location
[Sys] Lomik [Pla] Lomik I

Vehicle Services
Refueling [C4]Repairs [C3]

Law Presence
3 - Good

Digital Capabilities
Localnet, Sysnet, Echonet
(Rules - D2) Hindrance: Fixation

### Description:

Your pony is completely fixated on something. It may be something abstract, like a lifelong goal, or something concrete, like a specific item or type of item, or even another pony (which can get pretty damn creepy). Whatever it is, your pony finds it absolutely difficult to stop thinking about that person, item, or goal when they don’t currently have it, or them, with them, or if they’re not working on it in the case of those who fixate on a
goal. They’re absolutely obsessed. As a result, they have trouble focusing on anything else. Ponies with a fixation are positively despondent unless they are in possession of the item, with the person, or somehow working towards the goal upon which they are so narrowly focused. If for some reason the goal becomes impossible, or the person dies, or the item (if it’s one of a kind) is destroyed, then it is more common for the pony to fixate on something else than it is for them to snap out of it. The only way to snap most ponies out of this state of mind is to get them what they want, and it’s rarely a permanent fix. You might describe them as having a mental addiction to the person, goal or item.
Oh, and players: don’t think your pony can just fixate on something like survival, eating, or something else necessary out of day to day life. A fixation should be a tight focus on an unnatural or unusual thing. A scrap of changeling chitin, beating somepony in a position of great power at a game of sport, flying a certain spacecraft, or finding a long-lost friend or parent are all good examples of fixations. Revenge on those who have wronged your character in some way is a fantastic fixation in terms of its ability to drive an entire story line.
(Rules - D2) Hindrance: Obligation

### Description:

Your pony belongs someplace, and has a set of responsibilities that come with it. Whether its membership to a family, gang, or corporation, or even citizenship to a larger collective, they have the responsibilities that come with belonging. Characters with this hindrance have to maintain their place within their organization, or otherwise regularly have to take time during or between sessions to take care of whoever or whatever they are obligated to. Because this is a hindrance, while it may grant the character some benefits from being a part of an organization, the GM should ensure that obligated ponies tend to have to do a lot more for their organizations, and on a more regular basis, than those ponies who are part of an organization but do not take this hindrance. Obligation can also be taken with regard to individuals.
(Lore) Star System: 13-18 Elvori

* Star(s)
* Elvori I
* Elvori II {null}
* Elvori III {null}
* Elvori Belt I

## Elvori I

Elvori I

Class Flags
[C], [T]

Terraforming
None

Atmosphere

Rating
2

Pressure
0.53 atm

Weather
Acid Rain

Planetary Details

Surface Conditions

Light Levels
110,000 lux

Landmass Makeup
{null}

Day Length
18 Hours

Year Length
0.28 Standards

Season Intensity
Average
(Items - Rad) Weapon Mods

```
**Gear Market**

```

*Armour*, *Exploration Equipment*, *Medical Equipment*, *Small Tools*, *Utility Accessories*, *Utility Clothes*, ***Weapon Mods***

## Dynamic Scope

Rarity **4**, (84%) - [**100c**], [**500c**], [**1000c**], [**2000c**], [**3000c**]

**Description** - A closed-system digital scope capable of target detection and automatic range finding for the best clarity at up to 32x zoom.
**Stats** - Critical hits with weapons this is used with automatically deal +1 damage, in addition to standard effects.

## Gyroscopic Weapon Stabilizer

Rarity **4**, (84%) - [**100c**], [**500c**], [**1000c**], [**2000c**], [**3000c**]

**Description** - A cluster of counter-rotating gyroscopes that can be easily mounted to almost any weapon, they hold steady against slight shakes and movement, making weapons easier to aim.
**Stats** - N/A
(Items - Rad) Common Gases

```
**Cargo Market**

```

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

## Oxygen

Oxygen

Rarity
1, (100%)

Raw Value
5,000c per ct.

Pure Value
30,000c per ct.

Base State
Gas

## Hydrogen

Hydrogen

Rarity
1, (100%)

Raw Value
1,000c per ct.

Pure Value
4,000c per ct.

Base State
Gas

## Helium-3

Helium-3

Rarity
1, (100%)

Raw Value
2,500c per ct.

Pure Value
15,000c per ct.

Base State
Gas

## Carbon Dioxide

Carbon Dioxide

Rarity
2, (90%)

Raw Value
2,000c per ct.

Pure Value
10,000c per ct.

Base State
Gas

## Nitrogen

Nitrogen

Rarity
3, (80%)

Raw Value
5,000c per ct.

Pure Value
35,000c per ct.

Base State
Gas
(Items - Rad) Cargo Supplies

```
**Cargo Market**

```

*Droppable Devices*, ***Cargo Supplies***

## Extended Food Stores

Rarity **1**, (100%) - [**200c**], [**350c**], [**600c**], [**1000c**], [**1500c**]

**Description** - Provides enough food for a single long-term passenger for a month. This includes basic rations and very long-lasting food all relying heavily on soygrain, although better supplies include fresh food as well, and even seasonings and other experience-enhancing addons. In a pinch, all contents of the food stores can be consumed directly, however even the cheapest packs usually intend for basic cooking of some kind.
**Stats** - [0.03ct] - Provides 1 passenger with a month of food.

## Drinking Alcohol

Rarity **2**, (90%) - [**1000c**], [**2500c**], [**4000c**], [**6000c**], [**9000c**]

**Description** - No one likes running out of their favorite substances while deep in hyperspace on a long mission; that's why the smartest plan ahead and buy in bulk. Intended for use with bars and various modern dispensers, the contents might not be in their usual glass bottles and graphically-pleasing labels since they're not packaged for resale, but they're the genuine article, sourced from the exact same factories as they're normally purchased from.
**Stats** - [0.01ct] - Provides approximately 500 servings.

## Medical Supplies

Rarity **4**, (70%) - [**500c**], [**1000c**], [**2000c**], [**3500c**], [**6000c**]

**Description** - Desc, stats
**Stats** - [0.05ct] - Restores a total of 125 HP.
(Rules - D2) Hindrance: Phobia

### Description:

This is a hindrance for ponies who are terrified of something specific. If they’re terrified of everything, see the cowardly hindrance, located previously in this section. Note that these two hindrances don’t preclude one another, though, so you can have a coward who is particularly afraid of certain things. For this hindrance to work, characters must be afraid of something that isn’t omnipresent in the galaxy, but isn’t so rare that they never encounter it. A fear of heights for an earth pony (or certain ground-raised pegasi) would be a reasonable phobia. For station-dwellers, agoraphobia is likewise logical. For planet settlers, claustrophobia is quite common. If your pony almost drowned at some point, fear of deep water might make sense as well. As long as there is some explanation for how your character came to be afraid of something, there is very little that doesn’t work. Ponies with a phobia of something take a -2 penalty on all rolls attempted while their phobia is active, i.e. when they’re being afraid.
(Rules - D2) Hindrance: Code of Honor

### Description:

Your character has a set of standards they live by, one which they will try their very hardest not to break. Generally speaking this is a code of honor that upholds one or more virtues, such as always remaining loyal to the client, never leaving a friend behind, or always treating and being kind to the wounded regardless of what side of the battle they were on. This is a role-playing hindrance, but characters with a code of honor that they uphold may find themselves gaining karma slightly faster due to the restrictions it puts on their course of action. A code of honor forces them to handle a situation in a specific way, and it’s very unlikely to change during gameplay unless something extraordinary happens.
(Rules - D2) Hindrance: Scavenger

### Description:

Your pony calls themself a scavenger. Others have called them a number of less flattering names – thief, kleptomaniac, crazy pony with a ship full of everything you can carry, etc., etc. Ponies with this hindrance have a problematic habit of taking everything that isn’t nailed down. This tends to have a few negative side effects, such as making it harder for them to sneak (because their loot weighs them down and makes noise), and making it difficult to manage party inventory. However, none of your friends can scoff when it comes time to trade for goods with a merchant. Your pony is compelled to grab everything they can when they go through any location that is either occupied with hostiles or is uninhabited. When the time comes that their saddlebags start to fill, they may then begin prioritizing based on weight to value ratios, but not before. This hindrance doesn’t apply to items that are known to belong to a friendly or neutral faction, however – grabbing those would get you in trouble!
(Lore) Newtech Concepts

A few decades before the start of the Great War, an extremely wealthy individual appeared seemingly out of nowhere in the economic scene. Their capital lay primarily in raw material and salvage, but their charisma and well-thought out plans won them allies in boardrooms and investing conferences. The plan was simple: production of a line of high-durability, high efficiency, high damage ballistic pistols. The individual came equipped with the blueprints already complete, so it was a very easy sell.

The first of many questionable business decisions began when the headquarters and main production facilities were constructed in a system at the far reaches of Crystal Empire space. Security was very low, and while there were benefits to that in terms of maximizing profit, it was a risky choice. Production began quickly, and profit began to soar. As expected, however, that quickly attracted attention. Minor attacks by pirates grew in frequency, taking up to 25,000 weapons once in a single attack. This worried investors, but the individual calmed worries; the losses could easily be negated by employing cheaper staff and increasing automation.

As thefts by criminals and illegals-turned-workers began to skyrocket, helped by less overall workers at the plant as witnesses thanks to the increase in cheap robotic workers, investors once again began to worry about the stability of the company, and looked to get out. Swiftly, again, did the mysterious individual enthusiastically suggest a solution. By sourcing raw materials from less-reputable, but significantly cheaper, ore traders, they would cut down the losses from both forms of profit hemorrhaging, and increase profit from what significant portion still made it to market.

Again, although with less enthusiasm themselves, investors agreed, and production continued barreling onwards. They say comedy comes best in threes however, and so it should have come as no surprise when this once-again backfired. It was revealed that the mining companies that Newtech had began sourcing from employed slave labor to reduce costs, and what little public image the corporation had left crumbled to dust.

Absolutely furious, with a company projected to go under within five years, investors turned to the individual who had been at the head of every action, every plan. When the individual used a backdoor in the official Crystal Empire's citizen registry, their entire file disappeared from record, causing, among many other things, all of their shares of the company's stock to simply disappear from the servers. With that, they completely disappeared, leaving the corporation to crumble away to nothing, having actually likely profited a significant amount of value beforehand.

## Laser Burst Rifles

*[Duality Rad]*

MehkO R8

Cost
x1.1

Rarity
+0

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

MehkO R11

Cost
x1.2

Rarity
+1

Mods
+1 [crit damage]+1 [range inc]
(Items - Rad) Small Tools

```
**Gear Market**

```

*Armour*, *Exploration Equipment*, *Medical Equipment*, ***Small Tools***, *Utility Accessories*, *Utility Clothes*, *Weapon Mods*

## Digital Lockpicks

Rarity **5**, (75%) - [**100c**], [**200c**], [**500c**], [**1000c**], [**2000c**]

**Description** - A set of computer-controlled lockpicks, capable of giving readouts of every possible value of interest to someone looking to overcome a lock requiring some manner of physical key.
**Stats** - N/A

## Portable Welder

Rarity **3**, (91%) - [**100c**], [**200c**], [**500c**], [**1000c**], [**2000c**]

**Description** - A hydrogen plasma-arc welder, running off a larger fusion cell, capable of jointing metal at high speeds, if not high precision.
**Stats** - N/A

## Proximity Key Spoofer

Rarity **6**, (64%) - [**100c**], [**200c**], [**500c**], [**1000c**], [**2000c**]

**Description** - A card-sized microcomputer containing emitters of all common short-range signal types, as well as programs that can design a fake signal to respond with in order to allow access to a system, such as a locked door or control panel, in a few seconds.
**Stats** - N/A

## Stellar Reflector Panels

Rarity **4**, (84%) - [**75c**], [**250c**], [**400c**], [**800c**], [**1500c**]

**Description** - A fold-up panel about two meters two a side, extremely reflective with radiation and heat blocking material behind it, designed to provide a livable window of shade to those going out into space in the presence of dangerous stellar bodies. They link easily together to build bigger structures.
**Stats** - N/A

## Tool Kit

Rarity **1**, (100%) - [**100c**], [**200c**], [**500c**], [**1000c**], [**2000c**]

**Description** - An assorted variety of multi-tool units, hammers, collapsible pry-bars, and flattened containers designed to cover almost any tool a person could think of, with room to get creative.
**Stats** - N/A

## Type-AA Power Cell

Rarity **1**, (100%) - [**10c**], [**20c**], [**50c**], [**100c**], [**200c**]

**Description** - About 2.5cm in diameter, 6cm in length, the power almost every small device in existence, many of them so efficiently they never need replacing. They can, of course, also be recharged quite a few times.
**Stats** - N/A

## Type-B Power Cell

Rarity **2**, (96%) - [**40c**], [**100c**], [**200c**], [**300c**], [**500c**]

**Description** - A much larger power cell than the Type-AA, used for mobile machines and some vehicles, it actually contains a micro-scale fusion reactor. Their full charge can generally be used to jump-start a Class 1 ship engine, if needed.
**Stats** - N/A
(Lore) City: First Landing

```
**Location Directory**

```

**[Sys] 14-01 Aramus**, **[Pla] Esachii**

* Amenities and Services
* Population Demographics
* Locations of Interest

# Amenities and Services

## Equipment and Vehicle Repair Services

(9) Fuel (Sublight, FTL) (9) Vehicle (Class 0, Class 1, Class 2) (8) Equipment

Primary Sponsor
Local Government

## Shopping Districts

(8) General Supplies (6) Local Goods (5) Food Supplies

Primary Sponsor
Local Government The Kishi

Cheap Oversupply
(6) Natural Goods (5) Crops

Valuable Shortsupply
(8) Consumer Goods  (9) Medical Supplies

## Medical Services

(10) Health, Local SymBio Available

Primary Sponsor
Local Government

## Housing Space

Renting
(8) Limited but Available

Buying
(10) Extremely Infrequent

Business
(10) Extremely Infrequent

## Government Services

Within the limits of the city, a few police speeders can patrol the whole city in the span of a few minutes with ease, and crime is very rare, mostly commotions at the spaceport docks. Taxes are high, but easily keep the city afloat, and to a large degree help the Kishi people quickly reclaim their world, something they are carefully willing to lean on technology for. Rights as a galactic citizen, or the rights of any protected faction therein, are guaranteed by the city within its limits, but those outside the city forfeit their rights to the laws of the Kishi people.

Police Presence
3 - Good

Taxation
High

Galactic Rights
Guaranteed Secure

# Locations of Interest

## Galactic Embassy Complex

On the other side, is a collect of projects meant to celebrate the planet, Kishi culture, and remember the lost. It contains a museum with an ever-growing wealth of artifacts recovered from ruins, exhibits exploring Kishi culture and history, as well as the efforts to recover the missing pieces, a partly-finished aquarium attempting to display the vast biosphere of the world, or speeder tours to see the twilight-illuminated gray sands, bright red flashes of volcanic storms silhouetting ruins in the distance, or for the particularly brave, underwater to some of the deeper points in the ocean to see some of the planet's offerings up-close.
(Items - Rad) Natural Goods

```
**Cargo Market**

```

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

## Synthetic Lumber

Synthetic Lumber

Rarity
1, (100%)

Raw Value
1,000c per ct.

Pure Value
5,000c per ct.

Base State
Solid

## Natural Lumber

Natural Lumber

Rarity
4, (70%)

Raw Value
8,000c per ct.

Pure Value
30,000c per ct.

Base State
Solid

## Non-Drinking Water

Water

Rarity
1, (100%)

Raw Value
500c per ct.

Pure Value
2,000c per ct.

Base State
Liquid

## Live Flora

N/A

Rarity
1, (100%)

Raw Value
69,069c per ct.

Pure Value
420,420c per ct.

Base State
Solid

## Live Fauna

N/A

Rarity
1, (100%)

Raw Value
69,069c per ct.

Pure Value
420,420c per ct.

Base State
Solid
(Rules - D2) Hindrance: Family

### Description:

Your character’s got a family, whether it is just a spouse or a single sibling, one as big as the Apple Clan (that’s not uncommon in the galaxy), or anywhere in between. Character-family relations might be great or they might be strained, but in the end they’re still family. Your character won’t want to hurt them under most circumstances, and can’t use skill rolls to interact with them. On the other hoof, your family will probably treat you the same way you treat them, and the GM can’t roll for their checks against you either. They might not be able to officially call off the execution, hypothetically speaking, but if you’re in a jail cell guarded by a family member or someone under their command you might suddenly find a bobby pin and screwdriver in your daily fare the day before you’re due to the chopping block.
(Items - Rad) Slipmatter

```
**Cargo Market**

```

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

## Avantum

Aerus

Rarity
7, (25%)

Raw Value
200,000c per ct.

Pure Value
1,000,000c per ct.

Base State
Solid

## Hardlight

Solarium

Rarity
6, (40%)

Raw Value
1,000,000c per ct.

Pure Value
5,000,000c per ct.

Base State
Solid

## Flow

Solarium

Rarity
6, (40%)

Raw Value
1,000,000c per ct.

Pure Value
5,000,000c per ct.

Base State
Solid
(Lore) Star System: 13-01 Condine

* Star(s)
* Condine I

# Planet

## Condine I

This is further supplemented by rings of high-durability mirrored reflectors around the city on the surface, concentrating the already-blinding sunlight onto solar energy collectors. A large portion of this total power is used by the atmosphere retention fields around the city, shielding against the lethal levels of solar radiation, and gravity reducers making life inside the city bearable. The rest is used to refine imported bulk gaseous hydrogen into the metallic hydrogen additive that makes up FTL fuel, which is then sold.
Condine I

Class Flags
[G], [H], [U], [Y]

Terraforming
None

Atmosphere

Rating
0

Pressure
0.0 atm

Weather
Solar Flares

Planetary Details

Surface Conditions

Light Levels
370,000 lux

Landmass Makeup
{null}

Day Length
14 Hours

Year Length
0.13 Standards

Season Intensity
None
(Items - Rad) Textiles

```
**Cargo Market**

```

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

## Polyester

Polyester

Rarity
1, (100%)

Raw Value
3,000c per ct.

Pure Value
20,000c per ct.

Base State
Solid

## Carbon Microfiber

N/A

Rarity
1, (100%)

Raw Value
69,069c per ct.

Pure Value
420,420c per ct.

Base State
Liquid

## Nanoweave Fabric

N/A

Rarity
1, (100%)

Raw Value
69,069c per ct.

Pure Value
420,420c per ct.

Base State
Liquid

## Silk

N/A

Rarity
1, (100%)

Raw Value
69,069c per ct.

Pure Value
420,420c per ct.

Base State
Liquid
Курепко Всеволод

Канцлер КР в Яндекс.Мессенжере. 13 лет. Активен в чате, как выглядит, не известно. Является канцлером ЯМы около двух лет. В 2022 году зашёл в чат Вотцап КР. Живёт в Сибири.

**Интересные факты**

* известен своими аватарами с котами
* почти никогда не менял свой ник не зависимо от сервиса/приложения
* о нём мало информации, как выглядит - не известно
* был не первым главой кр в яме,
* но был первым на должности канцлер яндекс.мессенжера
* в 2023 году взломал чаты сообществ яндекс.кью, затем в продолжении нескольких месяцев продолжал взламывать чаты сервисов
* нашел в яме ссылку на все стикеры
* один из лучших людей по мнению Дениса Живкова
(Items - Rad) Companions: Alien Work Animals

```
**Companion Market**

```

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

# Xenofauna Work and Utility Animals

## Banno

Rarity **4**, (70%) - [**1000c**]

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

**Mature Size / Weight** - (h)1.5m+ / 600kg+
**Age of Maturity / Lifespan** - 6 Standards / 50 Standards
**Diet** - Herbivore, Wide Variety
**Rough EQ / IQ Potential** - Somewhat High / Moderate
**Description** - A huge, bulky animal set on four stocky legs, they were an obvious choice for domestication and see use as both pack and work animals on many colony worlds. Somewhat resembling a terran rhinoceros, this creature is protected by patches of its hard, leathery skin that have calcified over time into natural armour plates. It easily maintains biological function in a surprisingly wide variety of environments, able to process a wide variety of carbon-based plant life. While maybe not seeming like an obvious pet animal, they are known to be surprisingly gentle and emotionally sensitive, preferring to be in groups when possible.
(Lore) Star System: 13-01 Commaris

* Star(s)
* Commaris I, Edipa
* Commaris II
* Commaris III
* Commaris IV {null}
* Commaris V {null}
* Commaris Belt I
* Commaris VI {null}
* Commaris Belt II

# Planet

## Edipa

Near the poles during the winter weeks, there are rare gentle snowstorms that settle on the landscape, but a much more common sight, thanks to a thick atmosphere and strong magnetic fields, are the large and colorful auroras that stretch across the sky, visible even during the day in some places. Additionally, there is evidence that once the planet may have not only hosted broad forms of life, but some form of primitive alien civilization, very long extinct. In numerous areas across the world, un-natural spiraling formations of small rock structures, some still standing defiant in despite the eons, pattern square kilometers of the landscape, efforts that likely took thousands of manhours and served a complex cultural or religious purpose. Little else is known, however, as best estimates put the ruins at 5 million years old, and nothing but spirals of worn stone seems to remain.
Edipa

Class Flags
[M-], [X]

Terraforming
Large-Area

Atmosphere

Rating
6

Pressure
3.18 atm

Weather
Light Rains

Planetary Details

Surface Conditions

Light Levels
3,500 lux

Landmass Makeup
{null}

Day Length
9 Hours

Year Length
0.07 Standards

Season Intensity
Mild

# Planet

## Commaris II

Commaris II

Class Flags
[U]

Terraforming
None

Atmosphere

Rating
0

Pressure
0.0 atm

Weather
None

Planetary Details

Surface Conditions

Light Levels
1,400 lux

Landmass Makeup
{null}

Day Length
3241 Hours

Year Length
0.23 Standards

Season Intensity
None

# Planet

## Commaris III

Surprisingly, these storms rarely arc to the ground as lightning, instead forming a shield around the planet making both vehicle travel and communication difficult. However, there are some groups considering efforts to build electrostatic generators on the planet, although such plans have as of yet gone nowhere.
Commaris III

Class Flags
[U]

Terraforming
None

Atmosphere

Rating
3

Pressure
4.7 atm

Weather
Electrical Storms

Planetary Details

Surface Conditions

Light Levels
500 lux

Landmass Makeup
{null}

Day Length
41 Hours

Year Length
0.38 Standards

Season Intensity
Average
(Items - Rad) Medical Drugs

```
**Gear Market**

```

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

## Mana Battery

Rarity **7**, (64%) - [**100c**], [**150c**], [**250c**], [**400c**], [**550c**]

**Description** - A dangerous, but useful, small iridium canister filled with a truly unnaturally-glowing bright blue liquid with seemingly no viscosity at all. These can be opened and consumed in moments, before the raw magic power bound to the fluid is taken up into the body, restoring mana but straining the mind heavily in the process.
**Stats** - [R] Takes 1 action, drains 1 Stability on use that recovers automatically after 1 hour, restores mana, up to max, equal to 1/2 Rating, rounded up.

## Regen-R-8

Rarity **5**, (75%) - [**100c**], [**200c**], [**350c**], [**500c**], [**750c**]

**Description** - A foul-smelling paste comprised of un-differentiated stem cells, nanobots, antibacterial suspensions, and calorie-dense compounds that can do a wonder on damaged flesh.
**Stats** - [R] Takes 1 action, restores Stability and Resilience, up to target's base, equal to 1/2 Rating, rounded up.

## Slap Patch

Rarity **1**, (100%) - [**20c**], [**50c**], [**120c**], [**200c**], [**350c**]

**Description** - A small, one-use cloth patch used to seal and repair open wounds. Contains nanoscale needles that will inject numbing agents and healing tinctures to get you back up as quickly as possible.
**Stats** - [R] Takes 1 action, restores HP to living target equal to 1/2 Rating, rounded up.

## Trauma Patch

Rarity **2**, (96%) - [**50c**], [**100c**], [**200c**], [**350c**], [**500c**]

**Description** - Industrial-strength versions of slap patches that are considerably larger in size and contain much stronger, but more expensive, versions of the same basic compounds.
**Stats** - [R] Takes 1 action, restores HP to living target equal to 1 + Rating.
(Lore) Star System: 13-06 Syviv

* Star(s)
* Syviv I
* Syviv II

# Planet

## Syviv I

Syviv I

Class Flags
[J]

Terraforming
None

Atmosphere

Rating
0

Pressure
1M+ atm

Weather
Nonstop Storms

Planetary Details

Surface Conditions

Light Levels
{null}

Landmass Makeup
{null}

Day Length
3 Hours

Year Length
0.18 Standards

Season Intensity
{null}

# Planet

## Syviv II

Syviv II

Class Flags
[H]

Terraforming
None

Atmosphere

Rating
1

Pressure
0.05 atm

Weather
Volcanic Clouds

Planetary Details

Surface Conditions

Light Levels
480,000 lux

Landmass Makeup
87% Lava Flows, 13% Hardened Lava Flats

Day Length
21 Hours

Year Length
0.26 Standards

Season Intensity
None
(Rules - D2) Hindrance: Mute

### Description:

Ponies with this hindrance can’t talk. Maybe their tongue was cut out by pirates, maybe they haven’t said a word since that fateful night five years ago, or maybe they were just born that way, but for whatever reason they cannot, or will not, talk. They may communicate via other means, such as a holographic or computer display, but in-game the player of a pony with this hindrance player should find ways to express their character’s desires that are distinctly non-verbal; their attempts at communication are still governed by speechcraft or whatever other skill may be appropriate. This hindrance is difficult to roleplay, and we recommend that players discuss with their GM before taking it.
(Items - Rad) Exploration Equipment

```
**Gear Market**

```

*Armour*, ***Exploration Equipment***, *Medical Equipment*, *Small Tools*, *Utility Accessories*, *Utility Clothes*, *Weapon Mods*

## Auto-Refilling Water Bottle

Rarity **2**, (96%) - [**50c**], [**200c**], [**350c**], [**600c**], [**1000c**]

**Description** - A 2-Liter, thermally-insulated metal bottle, containing coils used to convert ambient hydrogen and oxygen into water. Runs on a small fusion cell, does require H and O to fill.
**Stats** - Produces 2L of clean water every 25 hours.

## Digital Binoculars

Rarity **3**, (91%) - [**250c**], [**700c**], [**1500c**], [**2500c**], [**3500c**]

**Description** - Stacked arrays of plasmasium lenses and ultra-high resolution cameras allow the view output screen to display high detail of any target within a substantial range, all while dynamically adapting focal distance.
**Stats** - N/A

## Grappling Gun

Rarity **5**, (75%) - [**250c**], [**700c**], [**1500c**], [**2500c**], [**3500c**]

**Description** - A magnetic rail launcher capable of firing a variety of titanium grapple hooks a decent distance, as well as facilitating the subsequent ascent.
**Stats** - Allows movement up otherwise sheer surfaces no more than medium range tall.

## Grappling Hook

Rarity **2**, (96%) - [**80c**], [**300c**], [**700c**], [**1500c**], [**2500c**]

**Description** - Lightweight, but strong high-grip cable attached to a dangerous-looking hook, designed to be wrapped around beams or hooked on ledges for climbing sheer surfaces.
**Stats** - Allows movement up otherwise sheer surfaces no more than short range tall.

## Grav Orb

Rarity **2**, (96%) - [**60c**], [**250c**], [**400c**], [**800c**], [**1500c**]

**Description** - Self-powering ball that produces bright light and floats within reach above whatever surface. Lasts about an hour, before needing a new Type-AA.
**Stats** - N/A

## High Power Flashlight

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

**Description** - Continuing the long tradition of carriable things that make light, these tools can illuminate a small colony, signal passing ships, or even temporarily blind attackers, if needed.
**Stats** - N/A

## Portable Power Supply

Rarity **1**, (100%) - [**60c**], [**250c**], [**400c**], [**800c**], [**1500c**]

**Description** - A portable, lightweight, EMP-shielded fusion reactor capable of tasks such as powering small camps, jumpstarting most Class 1 starships, or indefinite light use, a must-have for those that find themselves far away from home on the regular.
**Stats** - N/A