recursal/Fanatic-Fandom huggingface dataset:
Artificer's Union

These guys were also heavily involved in the coup on New Yuvon where they worked with rangers to take down the corrupt council and their jack-booted thugs over the course of three nights.

It took a year’s worth of preparation while the Artificer’s Union, Matthew Illinois, and his second-in-command, Elliot Lyon, were processed in Ranger Town due to their infection with the new Omega Strain of the Zed-Synth infection.  While in quarantine they worked with Ranger Commanders and the New Yuvon journalist, Waikerie Pearce, to come up with the ultimate plan.

And it worked!

The Artificer’s Union now have significant membership on the new council, alongside several other unions.
Lance Corporal Tyler Van Hardwick

## Report He Made Of His History

He doesn't remember much.  He remembers multiple evacuation drills.  He recalls being implanted with a beacon that would prevent the robots from attacking you before the apocalypse.  The military bots that patrolled this military robot factory.  The pre-recorded message playing shortly before the apocalypse hit -- everyone was to remain indoors, all windows were to be darkened and rendered opaque.

All security feeds were to be switched off due to Class KL cognitohazardous imagery.  The message looked like it came from HQ but there were inconsistencies.  The invacuation procedures were followed but security remained on their monitors while the orders were checked.

Then the apocalypse hit….

The security officers ripped each other apart.  He remembers their slippery blood and intestines, the charred handprints, the shadows indented into the wall, and how one of the bodies stayed warm and breathing, even though its lungs were partially on the outside….  He recalls how it felt as he threw it in the furnace.

Several other military bases had been given the orders that seemed to have materialized out of nowhere.  Someone knew it was going to happen, before it did, and a simultaneous broadcast saved many lives.  But the zed hordes, the desperate bombings of several cities to prevent their spread, the soldiers heading out to thin the herds then running up against psykers….

He was a cyborg.  He remembers that.  Heavily modified.  He was meant to be transferred to General Rudnik's department but he missed the opportunity.  The apocalypse intervened.

The facility was modified to pump out cheaper killerbots.  They weren't capable of telling people from zeds, but the people the army rescued were given beacons to prevent harm.  He didn't really need a beacon.  He had been so heavily modified as part of Rudnik's program that his heat signature was unrecognisable as a person.

He used to be punished for minor infractions and given rather humiliating jobs like cleaning up the toilets or having to stand at attention through lunch.

Things almost worked for five years -- then something happened -- he awaited an evacuation -- they said they were coming for him -- they told him to wait -- he survived what he saw because he followed a song -- it filled his head and made his limbs move to perfection -- his head hurt and it made it harder and harder to remember….  That's all he remembers of that time.

Since then he waited at the robot factory for orders, keeping the nodes clean of dirt, providing free surgical care to anyone in the outskirts of Mindoraan.  This went on for over 60 years before the Triway Expedition arrived, leaving him a special puzzle box to give to anyone who came afterward and asked about them, and then the Seekers came and convinced him that he could now safely retire....
Analyst

## Overview

Analysts understand people, societies and the buildings in which they live. They are well-read on what makes societies tick and how to learn more about someone’s culture from how their individual members behave.

## Core Ability

You will be given a notebook at the start of each game which provides information related to your field of expertise (i.e. archaeology, individual psychologies, anthropology, and methods of deprogramming people) and you can read OOC notes related to these topics within the game.

You can break codes, translate documents and begin play with two additional languages.

You are well-informed in several areas of expertise and can collate data into useful reports in the following subjects: archaeology, anthropology, atmospheric science, code breaking, geology and psychology. You will sometimes be able to read special notes on these topics to reflect your general knowledge. You can also request a report from the GM on a single topic, community or NPC after each session to gain a more in-depth perspective.

You can assist people to remember past traumas or memories hidden by multiple doses of Repressitol (not including the 10 minutes permanently deleted by each dose). Alternatively you can help a person give a clear and detailed account of a situation. This could be done via hypnosis or other talking therapies but will only work on a willing target.

You can also read a person’s body language and pupil dilation to tell if someone is being controlled by psionics, mesmerism, pharmaceuticals or are acting under significant duress. You can either ask them out of character or will sometimes be told by the Game Master or affected player when this is the case.
NASA

Earth received a communication from Hope
two years ago, seventy years after the Incident cut
off all communications between the two worlds.
NASA Arrivals are all humans though some were
born on Last Hope and left on the last shuttle to
Earth a few years ago.

Since they come from a
world that never suffered an apocalypse, they had
more advanced (though limited) technology but
are physically weaker and medicine-dependent on
alien worlds.
They’re also disciplined, mindful, courteous and
professional. The kind of people who would get
hired by NASA to investigate the situation on Hope.

Unfortunately the NASA base was assaulted by a
massive Salvation assault where Salvation hackers
hijacked their systems, took over their defences
and turned their technology against them.

Now the only way these Earthlings can ever go
home is to help the Seekers, and other interested
groups, prise their people and technology free
from Salvation. And ideally deal with the artefact
known as the Shard so that they don’t have to
worry about their ships being destroyed should
they try to leave.
Blue Gel

This recently discovered high tech substance can be used to improve machinery with expanded memory and processing power compared to similarly sized chips.  It was discovered as part of the "brain" / primary computer for the Atlantean's minds.  It can be constructed by a Natural Scientist  using a nanite printer for 2 purple and 2 blue base chems.
Copperhead

He arrived in New Yuvon ten years ago as an independent salvager but joined the Artificer's Union after he lost his arms in an incident designed to in debt him to corrupt businessmen under the old government.  His augmentations were later replaced with Salvation augs using the cheaper augmentation shells to cover the change.  During his time in the Artificer's Union, he became friends with Commander Illinois who -- at the time -- was leader of the Artificer's Union.  When the New Yuvon coup occurred two years ago, he was instrumental in helping place Ranger assassin and artificer spies in ideal positions to allow maximum disruption.  The coup lasted three days and went fairly smoothly.

He was uncovered and captured by the Seekers during the Gala event.  During his interrogation under Sodium Telol, he continuously fell unconscious due to the neural augmentation in his brain.  During interrogation, it was found that he had been experiencing doubts regarding his role in Salvation and expressed guilt for his betrayal of his friend, Commander Illinois.  Afterwards he was given the option to either defect to them or return to Salvation.  After quick conversation with his nephew, Sidewinder, he reluctantly agreed to return to Salvation.
The Whisperers

This term is used for all of those people who have
survived in and around the outskirts of cities since
the Incident filled those cities with corpses, zeds
and psykers. They have loved and they have lost,
they have struggled and they have fled, they have
built and rebuilt until they don’t even remember
their first homes.
But they do not leave for these cities are the
home of their ancestors and to leave would be to
lose something they can never quite name. Or
because they haven’t found a good evacuation
route.

The Whisperers are insular pragmatists, and
though not callous in the literal sense, they will
not risk their lives for a stranger. Even if you have
somehow won their friendship and loyalty, it will
not be in a straightforward sense. They might
abandon you in your moment of need only to kite
the enemies away from you with a loud noise.
They will save you if they care for you, but always
on their terms.

The Whisperers wear ragged clothing in neutral
colours that blend into both scrubland and ruins
-- creams, browns, dark greys. They often use
war paint to obscure their features and help them
camouflage themselves in their surroundings.
They decorate themselves with feathers, bones,
bottle caps and other such things they can find
around the place.
Mechanical Helicopter

The benefit of this transport helicopter is that it's navigation systems aren't computerised and its internal systems are as mechanical as possible to reduce the possibility of electro-magnetic interference common to certain locations on Hope.  In other words, it can't be remote-jacked by Salvation. While a Sentinel System could telekinetically move controls, without a pylon in range that would be grossly expensive (i.e. hundreds of power units).

It's capable of transporting 12 individuals and up to 5000kg of materials (including passengers).

Commander Illinois made a deal with Pierre Tussaud (an 82-year-old survivor of the Incident who used to fly this chopper) whereby the Seekers could obtain the ruined helicopter in exchange for citizenship in Ranger Town.
Officer Greene

Officer Greene never intended to become a security officer for Triway Peak but as the eldest teenager, when Beacon came along to visit the facility for the very first time, it was up to her to sneak the children out and hide them in the mountain forest for a few days until it was safe to return. Despite only being fourteen at the time, she managed to do so with zero casualties and the kids even got to eat something (though not a lot).

After that time, she decided she would do what she could to help keep the place secure and brushed up on her survival knowledge. When Beacon took over, she was often sent out on scouting missions with the Southamptons to spy on local settlements, obtain resources or capture zeds (and less often, lone wastelanders).

When the Code White event at Triway Facility occurred, she battered her head against the wall to knock herself unconscious rather than let the psykers corrupt her mind. When she awoke, she came across Dr. Patricia Nicholson on her own in the nanite printer room and took her hostage. She had intended to take her to Beacon in order to negotiate aid, but upon hearing of the twins (Glitch and Circuit), she returned to the facility and tried to negotiate a trade -- Patty for the twins.

Niko was one of the first to find them and he tried to negotiate for Patty's release, getting ever closer so he could kill the woman who threatened his adoptive daughter's life, but lucky for Greene, Glitch came around the corner next. Seeing one of her charges alive, Officer Greene was readily talked down by a wary and amnesiac Glitch who couldn't remember her but could see she was still jumpy.

When Officer Greene first met the Omegas, she was disgusted at how they were spreading their infection and yelled at them (her impulse control had been much reduced by her brain damage). But later when Lyon and Zerk saved her life when another ranger mistook her for a zed when she tried to run behind him, she apologised for her rudeness and started behaving much better around them.

Ashamed of her history and disappointed in herself, she now works with the Seekers to atone for her previous misdeeds. Her primary role involves being the primary security officer of the facility itself when the main titled Seekers aren't available.
Synapse Gun

Discovered by the wallriders at an unknown location and sold to Karnaak via exchanged briefcases at Gala, the Synapse Gun destroys synapses in the brain, causing a person's brain death but leaving an otherwise intact corpse. The Synapse Gun looks like a long silver tube with a button in the middle. It was recognised by the Hashin Core Propulsion System as initially belonging to the Sentinels but that the later Hashin crew refused to use them unless absolutely necessary.
Virtual Reality

Virtual Reality on Hope involves the use of a psi-rig to electrically stimulate one's neurons to provide the sensory input of a nonexistent place while simultaneously identifying attempts to move one's limbs and translating them into movement in the virtual reality space. People typically take anti-nausea medication to avoid issues arising from when one's inner ear tells us we're staying still while one's eyes tell us we're moving.

In Virtual Reality sessions, people have the use of all five of their senses but can't experience pain unless assaulted by a technokinetic or sadistic and skillful hacker. Naturally you can't get drunk no matter how much you drink -- nor can you feel full no matter how much you eat.

### **Difference Between Rapid Hack and Programmer Skills**

The Rapid Hack skill is immediate and always costs one faith as one attempts to control the simulation with kinetic powers. It's limited in what it can do, however. The Programmer skill often but won't always cost faith but it takes time -- you need to spend 30 seconds near the target of your programming though you can do some light multi-tasking (i.e. distracted conversation) at the same time.

### **Commands**

"Rapid Hack: Lock Down / Programmer: Lock Down!"

Normally you can log out at any time, but hackers can disable that ability by preventing the psi-rig from identifying your attempt to log out and since you aren't physically able to move while in virtual reality, you can't take it off your head. Allies could remove the psi-rig from your head but they'd have to know that something was wrong. This lasts for 5 minutes. This is reduced to 2 minutes for those with internal psi-rigs.

"Rapid Hack: Log Out / Programmer: Log Out!"

You are forced out of the virtual reality space and are unable to return for the next 5 minutes -- unless you use a separate psi-rig, avatar and log-in which will take you a minimum of 2 minutes. Those with internal psi-rigs are only ever forced out for 2 minutes at a time.

"Rapid Hack: Delete / Programmer: Delete!"

You delete an object or information packet from virtual reality space. If you have traced a user to their physical location you therefore have a lock on their computer and can delete things there. This always has a faith cost.

"Programmer: Copy!"

You copy an object or information packet from virtual reality space. If you have traced a user to their physical location you therefore have a lock on their computer and can copy items from there at no additional cost.

"Programmer: Identify Location."

You can track a user's physical location. Typically this costs no faith as most people have few defences to speak of, but it can cost between 1 - 3 faith depending on how significant their defences are. Attempts to hack into Sentinel technology via this route is like finding a blank wall -- you're expecting to trace code but you can't as it appears almost as though code were appearing out of nowhere.
Hashin Spacefarers

There were nineteen members of the original Hashin crew. Neither of the two pilots she met were pilots on the initial Hashin vessel. Both the pilot and navigator of that Hashin craft were consumed by a crystalline substance that permeated the vessel after it arrived in a previously unexplored dimensional quadrant. While these two understood how to pilot a spacecraft, they had no experience in the complex process of landing vessels on the surface of the planet and had to take the time to learn. Thankfully Sentinel landing craft were of a more intuitive design and had the assistance of the Sentinel Mainframe's navigational protocols.

The original Hashin vessel was not appropriately secured from the realities it ventured within and so it was not considered safe to attempt the storage of back ups. It also was not culturally appropriate for the Hashin to use the cloning and mind scan method to prolong and replace the dead due to the risk of creating a caste of immortals who would maintain control over positions of power. Therefore it was not a method used on Hashin voyages.

After long deliberation, they decided that it would be essential to the completion of their mission as they thought it important to present the gathered information to their home world, especially in consideration of their discovery of a powerful space faring species that they believed showed a pragmatic viewpoint that might prove incompatible with co-existence with other space farers.

Therefore they had clone tanks and memory scan equipment constructed so that their mission could survive any mishap that would befall them. This would also allow comfort to the survivors as although the original would be dead, their connection to each other could remain intact, for while continuity of life could not be maintained, the duplicate would have an identical brain state to the original and would experience life, for all intents and purposes, as their original would.

Cora has copies of their genetic information, biomod progression and a 3D model of their brain.

Abhuxiak was the navigator who took over the role once they were on the Sentinel Vessel. He was a Hashin with greenish patterning across his cheeks lounging up against the doorway with his arms crossed, wearing a pale blue uniform with wide pointed shoulder pads studded with gleaming black studs.

Edrik Khissan was the Chief Engineering Officer. He had the same appearance, colouration and patterning as Circuit and Glitch who were directly cloned from his genetics.

The word "Hashin" can be translated to mean "Peaceful Seekers of the Stars."
Karnaak

Roughly forty years ago, in 2189, several remnants of the old Hope military combined with local militias to found Karnaak -- named after Karnaak City (at the time a tent city). They declared a military dictatorship that would be removed once the zed threat had been neutralised.

The area is well-watered by rivers and creeks, at least in winter time, with wells keeping some of the farming communities watered during summer. Unlike the forested Nexus Region, much of Karnaak is low rolling hills covered in open scrubland with open forests of trees near water sources. Due to its temperate to semi-arid environments, it tends to be prone to both bushfires and floods, and they've had to call on the rangers on multiple occasions for disaster relief. Due to this, they see the rangers much as we do the Red Cross.

During the Omega Crisis, they threatened the rangers with war should the rangers cross their air space with evacuated omegas from the Nexus Region. They even shot down some of the helicopters along the edges of the Nexus Region during the extermination when they tried to deal with the Alpha threat by killing any Omegas they came across.

The Rangers used a military kill-sat with firestorm capabilities to blast the land in a 300m strip around the Nexus Region and along the border of Karnaak, which caused Karnaak to call for a truce due to the display of force. The situation has been tense every since.

## Major Settlements

### Karnaak City

This city of 14,000 people would have been considered a large farming town back in the day but by today's standards its a definite city. It contains a "university of higher learning" that specialises primarily in medicine and pharmaceutical development that has around 300 students.

## Culture

Think Texas, but without the prejudices -- except against the Omega Strain of Zed-Synth nanovirus.

## Citizens

Nadia Kruglov: Between 12 and 25.

David Cooper: Childhood.

Jak Dallas: From birth to the age of 25.
Crow

Red in tooth and claw

One of Lady Riata Newark's many children, Crow left the wallriders when he was still in his teens in order to join the rangers. However, he found the rangers rather staid and boring, and chafed at their discipline, decking one of his trainers during his probationary training. He then returned to the wall, formed in his own little squad of youths, and set about doing odd jobs in the Nexus Region for Lady Riata to try and regain her favour.

His squad ended up kidnapped by Varus Cultists and he was dragged to Triway Peak where he was infected with the omega strain. Upon hearing of the infection, his mother, Lady Riata Newark, coldly told him to volunteer for the Lighthouse Mission. He did so and died near the L9 safehouse.
Ranger's Tactical Techniques

*Rangers use a variety of tactics to help keep folks safe in combat situations.*

1. Go nowhere alone.

2. Let no one fall behind. Move only as fast as your slowest member.

3. If assigned to a watch a doorway, stay there & watch that doorway like your life depends on it.

4. Don’t charge until your Captain (Sergeant if captain’s not around) calls a charge.

5. Fall back when ordered.

6. Don’t shoot unless you know what / who you’re shooting at.

7. Conserve ammo. Don’t shoot unless they’re close enough to hit (test your NERF gun range at home to be sure).

8. Assign people to check behind you / Watch your flanks.  Make sure you select people who aren’t easily distracted.

9. Be reliable. Be trustworthy. Follow your orders so others can focus on theirs.

10. Injured in the middle with your first aiders so they can be bandaged as you move.

11. Always point your gun where you’re looking when you’re ready to fire.  This makes it easier to react.  When not ready to fire, the gun should point down toward the ground at a diagonal angle ready to lift.

12. Test your gun’s range.  Know how far it will fire.  Know what it makes it jam.

13. Hug the walls to get out of the other person’s line of fire.

14. Head counts. Know how many head out with you into a conflict and first one in does a head count to make sure all have retreated.  This is easiest if you keep to your assigned teams so you can easily tell if someone is missing.

15. A quick shout of “civilians incoming” or “captured prisoner on our left” so folks know that an unfamiliar face is a friendly or at least not a hostile.  Since shouts don’t travel far, folks who hear the call should repeat it.

16. Always keep your gun near you or on your person unless ordered to do otherwise.
Bob

Bob the early years

A 42 year old journalist who reported on the terrible nature of New Yuvon's malice.  After the corrupt New Yuvon government framed the New Yuvon News Crew for an attempted bombing of council chambers, most of his crew were rounded up and executed in a purge that targeted several enemies of the old council.

Unbeknownst to him, three of his allies (including Mina Songda) escaped and obtained plastic surgery from Dr. Lisa Germaine at Drifter's Inn before returning to apply for new jobs as propagandists -- covertly printing an anti-government paper on the side.

Bob simply went to ground, covered himself up in layers of clothing, and never stopped moving until after becoming infected with the Omega Strain and joining the rangers.

He now functions as a liaison between the rangers and the Seekers.
Stay With Me

You can keep a dying character alive and conscious for so long as you talk to them in a reassuring and encouraging manner.  Use the phrase: “STAY WITH ME,” spend 1 faith and stay within arm’s reach of them.   Only one character can benefit from this skill at a time.  If your conversation falters, they will die.

Alternatively you can stop people entering a psyker cascade by calming their emotions with this skill, potentially allowing them to prevent their collapse into a full psyker state.
Grapple

Spend a point of faith, place a hand on someone’s arm and call “GRAPPLE!”  If the target also has the Grapple skill they can spend a point of faith and call “ESCAPE!” to pull free at any time.    Either party can then re-establish the grapple.

If someone has the Dodge skill and saw the attack coming, they can call “DODGE!” to prevent the grapple.

If you put only one empty hand on their shoulder it shows you are using a one-handed grapple and your target will still have one hand free.  You also have one hand free.  Using both hands on their shoulders shows that both of their arms are being pinned so they can’t use either hand.

Once a person is grappled you can handcuff or gag them without breaking the grapple.
Kenku

### Other

Expert Forgery You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.

Mimicry You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

Native to the Distant Continent they fled its destruction and survived the perilous journey, they were welcomed into Karnathi Aarakocra communities where they integrated, the two cultures melding into the one that is common among them today. Kenku are primarily found in the Edge living among the Aarakocra.

Like the Moon Elves and Tabaxi, until they came to Karnath they had no magic.
Honey Badger

### Unique Items

medical/surgical kit (class), first aid kit (skill), full combat augs (skill), lead pipe (6), Rayven fire gun (2), hammershot (3), ammo clip (10 slot) x2 (10), gas mask (10), aug (right hand): biometric reader (5), aug (left hand): defibrillator (5), aug (left arm): shock protection (5)

### CP Points

riot shield (15), shear armour (25), bandages x2 (5)

Honey Badger is a wallrider who works with the Animals. He assisted with the Robot Factory mission.

### **Appearance**

**Hair:** Brown. Kept short and off his face

**Eyes:** Hazel/Green

**Clothing:** His typical casual clothes are a burgundy pair of jeans and sleeveless hoodie over a black t-shirt with a medic cross on his left sleeve and sturdy black combat boots. When on missions in wears black armour over his torso and arms with a black tactical vest.

**Weapons and Armour:** A short lead pipe and a riot shield are his typical weapons of choice, he ususally at least carries a side arm pistol. If he can, he will have a semi-automatic rifle to use with his shield as well.

**Items of note:** His left arm is an augmented arm that replaced his flesh one when it was crushed beyond repair. The hand has a defibrillator built into the palm of it, a custom modification he got another Wallrider to jury-rig for him so he can act faster when in the field. Both his legs are augmented as well but they have no special modifications beyond them being combat augs. Recently his right arm has been augmented too after an incident involving zeds and hastily removal of the limb...

### **Backstory**

Honey Badger (aka Dean Melbourne) is a Wallrider Physician in his mid 20's who has recently joined up with The Animals. Before riding with the Animals he was with another company that was almost all killed in an unfortunate mission where they were tasked with guarding a safe house that was attacked.
Psychometry

You have an uncanny understanding of the history and uses of objects and people.  Spend 1 faith and touch an object or person so you can peek inside a container that is shut or locked in-game or ask the player for details on their character’s augmentations.  Occasionally you can gain special insights into important items which will have a Psychometry Card affixed to them.
Trent Williams (aka Jack London)

## History

Trent William's was the former director of Triway Peak before Beacon's arrival at the facility this Trent Williams represents the second Jack London Clone to have been created for this role, the first having murdered Trent William's and assumed his role some years ago. The former Clone committed a reasonably public suicide and this resulted in this clone being transferred to the Beacon Elite School where they where instated as the head master.

Upon his release from the facility by the members of the Lighthouse Mission he elected to join them and assist in the ultimate storming and destruction of beacon and continues even know in assisting the seekers.

### Points of Interest

* Trent Williams was on the Triway books as Glitch and Circuits father
* As a clone he is likely to experience a limited/reduced life span.
* despite his clone status he has been openly welcomed back to Triway by former members of the facility.

## Quotes

### Quotes About

* "You can't help how your born, and whilst it may not have been him who watched over Triway all those years and helped protect us from beacon, he seems to be made of the same stuff, a good heart and good morals and really that's all you can ask for in an ally" - Dr Margaret Sopotonia
* Yeah, we knew he was Beacon, but he'd always helped keep us safe and kept stuff hidden when it needed to be. So we trusted him. I guess." - Officer Greene.
* "I don't really remember the real Trent. I can't imagine what his family felt seeing Jack London but ... in the end we just kinda look at him like Jack wearing Trent's face. Which is better. Maybe? He did save our lives though. And risked his own. I'm grateful to him." - Katya Kruglov.

### Rumors

* He is still secretly loyal to Beacon and feeding information to salvation in hopes of bringing about the Seekers downfall
Lady Riata Newark

Warlady Riata Newark is a tough but pragmatic woman.  As willing to reward good work as to punish those who steal from her, she is as greedy as she is generous.  She is primarily interested in control rather than true ownership and has created a communist society along the Scrap Wall among her wallriders.  All things are owned by everyone (barring preferred weapons) BUT all things are also assigned to where they need to go.  Thus folks can have their personal effects, but if they're needed elsewhere, she has the right to reallocate them.

She's learned of the benefits of recruiting junkies as keeping them addicted and fed on drugs keeps them loyal but she's also learned of their irritatingly poor impulse control and the difficulty of managing troops who are high.  So at the moment she's simply trying to manage the political machinations of the blood knights who are keen for sobriety (like Bear) and those keen on keeping folks addicted as a rite of passage and sign of loyalty (Pit Trap).

If you steal from her, she will hurt you badly.  However, if you pay the tithe and have a need, she will loan you the resources you need to pull through (i.e. medication or labour) but you will owe her and that debt will be repaid by further allegiance.

In this way, she is a dangerous figure indeed but she is also a valuable ally to most.

When she heard that one of her nine children, Crow, was infected with the omega strain she told him to join the Lighthouse Mission into Lobetful -- a suicide mission. She'd hoped he would return in full glory but she also knew that he would probably never return at all. Her son died at the L9 safehouse in the first leg of the Lighthouse Mission.
Merriweather

One of the missing Triway Facility personnel who escaped with Dr. Ekim during the final Code White event and was taken to the Lobetful Research Facility by Beacon.  He was later discovered toward the end of their exploration of that nightmarish place, completely unaware of the battles or the escaped psykers, having spent most of his time trying to prise open the black box of the Aquila tiltjet.  He used to be the maintenance man on Triway Facility and has recently returned to that role.
Interpersonal Awareness

You can spend a point of faith to view a relationship web or read a gossip file on a PC or NPC (where one exists).  Alternatively you can ask a player out of character about their character’s current feelings toward up to two other characters so long as you have seen them interact.  There is no faith cost at the discretion of the Game Master.
Astey

A drone rider from Ranger Town who experienced far too many infohazards over her 9 years of service and has slowly descended into borderline psykerdom.  Her ability to predict the future has flourished and during her latent psyker phase allowed her to save Circuit's life by giving him the muscle memory required to safely parachute into Lobetful -- back before either of them truly knew he needed to.

She's always been rather strange but now her wild-eyed giggling and seemingly perpetually happy self is considered thoroughly off-putting.  She disappeared at the end of the Lighthouse Mission, leaving a note that she wanted to leave before she could harm Santiago.

She was later met a couple months ago at the tail end of their visit to the Virtual Reality conspiracy nightclub, "The Nostromo" where she admitted that she had intended to help them contact <UnknownUser> but arrived after it had occurred.  She was excited to see the entity and followed it happily and dreamily danced while watching the interactions. She refused to help them or give them information about it or how to get rid of it.

Her current whereabouts are unknown.
Esqueleto Vermelho

## PRIMEIRA APARIÇÃO

A primeira aparição do Esqueleto Vermelho foi no #DesafioGemaplys, do canal GemaPlys, porém graças ao azar de Esqueleto Verde, o vídeo feito pelos dois não apareceu nos vídeos do famoso youtuber.

Mas sua primeira aparição em seu canal foi no vídeo Pior "Gameplay" de todas, em que Vermelho desafia Verde em um jogo de resta um, e após perder, promete que voltaria a enfrentar Verde ... Ele não chegou a desafiar Verde denovo, mas criou um canal pra competir com o mesmo, sendo o canal: Osso Vermelhin

## DESAFIO GEMAPLYS

No vídeo do Desafio, Vermelho acorda Esqueleto Verde e pede para que o mesmo veja o vídeo do desafio. Vermelho diz que quer ganhar o desafio para poder ganhar o Action, programa de gravar a tela. Após ser questionado que o mesmo nem possuia canal, ele diz que iria criar um chamado "AdoraçãoAoHexa.com.br", e depois de bastante conversa Vermelho desiste da ideia, mas aparentemente foi essa a origem de seu canal, porém, com um nome semelhante a de seu Rival, para assim deixar claro que queria concorrer com Esqueleto Verde!

## RIVALIDADE COM ESQUELETO VERDE

Nunca foi explicado o motivo da rivalidade entre Esqueleto Vermelho e Esqueleto Verde , mas segundo Verde , eles já se conheciam desde criança, e Esqueleto Vermelho sempre foi chamado de perdedor pois nunca conseguia tirar notas boas, e sempre foi comparado com Esqueleto Verde , que por mais que não fosse o melhor, já era melhor que Vermelho, um dia Vermelho teve que se mudar, pois ia estudar em uma escola no exterior, e quando voltou ao Brasil, queria provar a Verde que ele tinha mudado pra melhor.

## CURIOSIDADES ESTRANHAS

* Depois que voltou do exterior, Vermelho passoa a tirar apenas notas boas
* Vermelho já Gravou dois vídeos no canal, sendo um falando sobre sua paixão ao Hexa, e o outro substituindo Esqueleto Verde no Esqueleto Responde.
* Vermelhou desenvolveu uma paixão imensa pelo brasil enquanto estava no exterior, pois sentia muita saudade enquanto estava no exterior, tanto que o mesmo chegou a fazer um tatuagem do Brasil na mesmo(Tatuagem de chiclete obviamente)
Yollando Germaine

You have a secret.  You're a
clone with the memory map of someone else’s mind and personality sculpted into
your brain.  Someone called Flight
Sergeant Yollando Germaine.  He died
during the Incident or perhaps shortly afterward.  You don't know for sure.  You were from a back-up made around a month
before the disaster.  Regular mind maps
were always made of those who crossed the borderlands between Earth Reality and
Last Hope Reality because of the high stakes involved.  Sometimes people wouldn’t make it and you
were too valuable to lose.  Who
knows?  Maybe you were a clone made of a
clone?  How many times had Yollando died?

After all it’s hard to train someone to have the sort of rigid yet
flexible mind required to cross the fabric of space-time several times in their
lifetimes.  The glare of the Writhing One
(X1-00), or whatever the hell that astronomical body found in the Borderlands
actually is, tends to drive most people mad.
So they needed to protect those minds who could make it.  And now you exist.

X1-00 certainly drove 80% of the population mad during the
Incident when the sky ripped open to reveal its baleful presence.  Thankfully you don't recall that.  As far as you remember, you went to get your
mind recorded six months before the Incident and then you woke up, wet and
naked, in a tank of amniotic fluid with a terrible taste in your mouth.  You were being stared at by several people
dressed in ragged clothing in a rather damaged-looking facility.

At the time you thought you'd been the target of a
kidnapping.  You’d panicked.  You’d slipped out of your tub, squealed,
tried to kick them away.  Rather
embarrassing in hindsight.  Turns out
you'd been awoken long after the apocalypse.
Everyone you remember is dead.
Everything you recall is damaged, broken or destroyed.  All you knew was from someone else's life.

This is a harsh new world to wake up to let alone with someone
else's mind curled up in your brain, hurting you with memories that belonged
only to your twin.  In many ways, you are
him yet you never made his decisions.
You never chose to come to this rock.
You never chose to be someone's back up.
And yet you are the one standing here today.

During your wanderings, you came across a fallout shelter where
you met a few scientists who had stolen an AI chip from a robot husk owned by
Lady Riata.  The AI chip contained
information suggesting that Drifter’s March ruins were an old facility that
contained an escape pod / space shuttle capable of interdimensional
travel.  It took you a couple more years
to get what you needed to repair and access that shuttle.  You have the technology now so it’s time to
move forward with your plans.

EPILOGUE: Yollando Germaine managed to launch the shuttle and safely reach Earth space only to return two years later in the NASA mission to Hope. He was last seen on Triway Facility shortly before sneaking onto a Beacon truck on the underground road into Lobetful. He hasn't been seen again since then.
Insight

Spend 1 faith to ask for either two (if a player character) or four (if an NPC) of their current greatest fears, desires, resentments and sorrows as you telempathically read their character’s mind.  The target can’t tell when you use this power on them.  NPCs will have an Insight Information Card alongside whether there is any faith cost.  Less valuable Insight Information Cards will allow you to recoup any faith spent on the skill.
Charlie Germaine

### Relatives

Lisa Germaine-Conven (Mother)Niko Germaine-Conven(Step Father)Wade Germaine (Father)Theodore Germaine (Brother)Molly Conven (Step Sister)Sinclair Lyona Germaine-Conven (Half Sister)Outelissa Germaine (Grandmother)Yollando Germaine (Grandfather)

## Physical description

### Gender

Male

Charlie is Lisa Germaine's eldest son.  He is an intellectual who can become a little confused by wastelanders' antics -- or the antics of most youth around him.  He's rather more practical and focused on doing the right thing for the right reasons and would rather be at home studying than out partying.
Sentinels of the Three Pillars

*This myth was found in the Virtual Reality school that Beacon had constructed for their child prisoners. It was passed down by the Triway children as a way to create hope and remind people that there were folks coming to rescue them without actually telling Beacon anything about who those rescuers really were.*

 Once upon a time there two sentinels made of marble who
stood in front of three pillars and held a weapon in each hand.

Whenever wicked wizards and evil soldiers came marching up
to take the powers of the stone for themselves, they fought them off with wit
and weapon.

But one day, the children of the hill gave out a cry and
vanished!

A boogeyman had spirited them away.

The sentinels couldn't go and fetch them alone.  The boogeyman was too fast and too strong!

So instead they had to wait until the tides of red and blue
washed up that green hill.

More children vanished far and wide but still the sentinels
were locked in stone.

One day, the big bad boogeyman will attack a city not far
from the sentinels or something else stupid and the colours of the waters will
change with the colour of blood.

And then the colours of the waters will change just as the
tides will change.

And from those waters will come soldiers whose clothes were
the colours of blood and soldiers whose clothes were the colours of water.

And they will join the two sentinels and travel far and wide
in search of the children of the hill and the plains and the city of blue and
the city of neon and the walls of wrecked steel and the caves of white marble….

And one day they shall find them all and bring them home.
Psychic Skills

*These skills involve learning information through thought projection and subconscious cues.*

## Insight

Spend 1 faith to ask for either two (if a player character) or four (if an NPC) of their current greatest fears, desires, resentments and/or sorrows as you telempathically read their character’s mind.  The target can’t tell when you use this power on them.  NPCs will have an Insight Information Card alongside whether there is any faith cost.  Less valuable Insight Information Cards will allow you to recoup any faith spent on the skill.

## Psychometry

You have an uncanny understanding of the history and uses of objects and people.  Spend 1 faith and touch an object or person so you can peek inside a container that is shut or locked in-game or ask the player for details on their character’s augmentations.  Occasionally you can gain special insights into important items which will have a Psychometry Card affixed to them.

## Sixth Sense

Your character receives strange dreams or flashes of insight.  Every session you will gain a unique hint regarding upcoming events.  You may also spend a point of faith to gain an extra hunch from the Sixth Sense file.

## Sympathetic Connection

You can spend a point of faith to invest in a memento that is significant to you.  If you give it to someone, for so long as they keep it on or near their person you can sense their vague location, health and general status at the end of every day (i.e. outside of game time).  You can also spend 1 faith to visit those individuals in dreams so long as they are currently asleep. Once you have invested a dream, others connected to you can join a shared dream by spending 1 faith each.  You can only have three such mementoes.  At any time, you can physically grasp the memento and destroy the connection to regain the invested faith.
Sympathetic Connection

You can spend a point of faith to invest in a memento that is significant to you.  If you give it to someone, for so long as they keep it on or near their person you can sense their vague location, health and general status at the end of every day (i.e. outside of game time).  You can also spend 1 faith to visit those individuals in dreams so long as they are currently asleep. Once you have invested a dream, others connected to you can join a shared dream by spending 1 faith each.  You can only have three such mementoes.  At any time, you can physically grasp the memento and destroy the connection to regain the invested faith.
Flesh Eating Fungus

Typically flesh eating fungal infections are only life-threatening in humans  who are experiencing diabetic ketoacidosis or have severely compromised immune systems.  That’s not the case with the Red Rock Lichen, so-named for the way the greenish fungus on inflamed skin gives the impression of lichen on a red rock. The best way to treat these infections, which can affect the skin, gastrointestinal system, and central nervous system, is to treat the underlying condition, in addition to providing antifungal and possibly surgical therapy.  Thus anyone who is so infected should receive regular hourly doses of Immunoboost with patches of afflicted skin removed surgically and healed through Stimpacks to prevent reinfection of compromised tissues.  This particular fungal infection is endemic to the region (i.e. common locally) but \*SHOULD\* only affect those who lack the wastelander gland.
Arcadia

This is a dry world of deserts, scrubland and prairie
broken up by the occasional jutting mountain
range. Though there are lakes and rivers, there are
few oceans and only 30% of the world is covered
by water. Most of the world’s water sources
are belowground. The world’s rainfall is drawn
up from below the ground through thousands
of scattershot portals that appear at a certain
distance above the ground.

This is a place of many such anomalies, where
reality occasionally breaks down so that in small
areas gravity can work in strange directions and
fire can freeze rather than burn what it touches.
Most ghosts are the result of such anomalies,
phased slightly out-of-touch with the world.
This is also why technology here hasn’t
advanced beyond the nineteenth century --
fluctuations in the laws of reality means that
scientific principles do not always work smoothly.

Thus more complex inventions like trains and
electric lighting might work for a century than
fail, might work in some areas but not others,
or may work when made by one person but
not any other. It also means that many of their
scientific textbooks are filled with pseudo-scientific
gibberish yet work fine when followed.

Thus this is a land of curses, ghosts, anomalous
reality and the use of both large lizards (called
ligeckos that consume giant flies) and horses for
transportation. It is a place whose population
have to be somewhat nomadic, putting down
roots for several generations before having to pick
up and move elsewhere when a dust storm or
something similar blasts through their farms and
renders the dirt impotent.

The fae are the sentient species native to Arcadia.
Psychic Rarity

Although Banisher , ESPer  and Kineticist are PC classes and therefore will be found regularly among PC groups, the truth is that psychic abilities are quite rare in the general populace. Even among those who have the potential, around 70% of them are never identified and trained or never figure it out themselves.

The grand majority of psychics go undetected and never figure out what they could do (roughly 70%), most who are discovered require specialised training to use their skills (roughly 25%) with only around 5% spontaneously developing it (typically subconscious control and regulated more by emotions, typically appears during adolescence) though even that requires personal dedication to get under control.

Considering only 0.1 – 0.5% of the population have psionic potential, you can see how rare it is and most people outside of certain organisations (like the rangers who routinely test for it) don’t believe it exists. It’s just all smoke and mirrors, right?

And hell, there ARE a number of charlatans out there who’ll lie and take your money or True Believers who think they have psychic powers they don’t, which muddies the water and creates a lot of false positives. Plus most psychic powers are pretty subtle.