recursal/Fanatic-Fandom huggingface dataset:
Doctor

Back to career

Specialization Skills: Scanners, Software, Coordination, Perception

Doctor Talent Tree
 Stimulants (10 xp)
 Take the Stim Application action; make a normal Medicine check. If successful, 1 engaged ally increases 1 characteristic by 1 for the encounter and suffers 4 strain.
 Surgeon (15 xp)
 When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Surgeon.
 Improved Stimulants (20 xp)
 When performing a Stim Application action, may increase the difficulty to hard, and target only suffers 1 strain.
 Supreme Stimulants (25 xp)
 When performing the Stim Application action, spend triumphs to increase an additional Characteristic by 1.
Human

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Characteristic Ratings:

* Brawn: 2
* Presence: 2
* Intellect: 2
* Cunning: 2
* Agility: 2
* Willpower: 2

Wound Threshold: 10+Brawn

Strain Threshold: 10+Willpower

Starting Experience: 110 XP

Special Abilities: Humans begin the game with one rank in two different non-career skills of their choosing. They still may not train either of these skills above rank 2 during character creation.
Krogan

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Characteristic Ratings:

* Brawn: 3
* Presence: 2
* Intellect: 1
* Cunning: 2
* Agility: 2
* Willpower: 2

Wound Threshold: 14+Brawn

Strain Threshold: 9+Willpower

Starting Experience: 60 XP

Special Abilities: Krogan Begin the game with one rank in both Brawl, and Survival. They still may not train either of these skills above rank 2 during character creation. Krogan, start with one rank in the ‘Durable’ talent.

Blood Rage: Upon suffering any wounds a Krogan will being dealing +1 damage on any Brawl and Melee attacks, after a Krogan is critically injured, this modifier is upgraded to become +2 damage on any Brawl and Melee attacks.

Born Survivors: Krogan add one Boost Die to any Resilience checks made to overcome extreme heat and cold, toxins, and radiation.
Species

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## Council Species

The Citadel Council is the governing body of the Citadel. Convening in the impressive Citadel Tower, the Council is the ultimate authority in Citadel space, passing judgement for violations of Council law, settling disputes between governments, and maintaining law and order, often through the use of its own covert intelligence service, the Spectres.

The Council is an executive committee composed of one representative each from the member species. Though they have no official power over the independent governments of other species, the Council's decisions carry great weight throughout the galaxy. No single Council race is strong enough to defy the others, and all have a vested interest in compromise and cooperation.

Each of the Council species has general characteristics associated with the various aspects of governing the galaxy. The asari are typically seen as diplomats and mediators. The salarians gather intelligence and information. The turians provide the bulk of the military and peacekeeping forces.

Any species granted an embassy on the Citadel is considered an associate member, bound by the accords of the Citadel Conventions. Associate members may bring issues to the attention of the Council, though they have no impact on their final decision.

* Asari
* Salarian
* Turian

## Embassy Species

Many races have an embassy on the Presidium. The first was the volus; the latest is the human Systems Alliance. Being granted an embassy on the Citadel is a sign that particular species has made a significant contribution to Citadel space, though they must sign the Treaty of Farixen first.

However, the actions of some races have led to their embassies being closed; the krogan lost theirs during the Krogan Rebellions, the quarians were asked to leave after the geth became sentient and rebelled.

* Volus
* Elchor
* Hanar (Non-playable)
* Drell
* Human
* Batarian

## Non-Council Species

* Krogan
* Quarians
* Collectors (Non-playable)
* Geth (Non-playable)
* Keepers (Non-playable)
* Vorcha (Non-playable)
* Reaper (Non-playable)
Rule Changes

* You can only ever have 1 combat class (you may get a mastery class, based on your combat class)
* You may have unlimited careers. It costs 20 XP to unlock another profession from the same career, or 30 XP for a new one.
* Classes and Careers are custom, you may not use anything from the base games.

### Reworked Skills

* Ranged (Heavy), Gunnery and Ranged (Light have been removed). They have been replaced with Sniper rifles, shotguns, assault rifles, pistols, and heavy weapons.
* Grenades use a Agility + Brawn check instead of agility + ranged (light)
* Piloting (Planetary) and Piloting (Space) have been replaced by Piloting

### Renamed Skills

* Core Worlds to Council Space
* Outer Rim to Terminus System
* Astrogation to Scanners
* Computers to Software
* Mechanics to hardware

### Tech and Biotics

* The have been added, they function similarly to the base game's force powers.
* To unlock them, you must have a mod on your Biotic Amp or Omni Tool
* To upgrade them, you need XP

### Shields

* Each armor set has an innate shield value. Your shield must be a 0 for you to take damage.
* Shields do not gain soak from brawn or armor, the only way for shields to gain soak is the Tech Armor power.
* If damaged the shields are restored to max at the start of your turn. If drained, it's a maneuver to restore

### Weapons, Armor and Equipment

* You may not use anything from the base game.
* Most advanced items may require licensing from corporations, an average person would be unable to buy or use them.
* To throw grenades is a Brawl (Agility) check
* Auto Fire is now more difficult: Add 2 difficulty, Spend 3 advantages to trigger another hit.
Batarian

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Characteristic Ratings:

* Brawn: 2
* Presence: 1
* Intellect: 2
* Cunning: 3
* Agility: 2
* Willpower: 2

Wound Threshold: 11+Brawn

Strain Threshold: 10+Willpower

Starting Experience:90 XP

Special Abilities: Batarians begin the game with one rank in either Coerce, Survival, or Streetwise. They still may not train this skill above rank 2 during character creation.

Keen Sight: Batarians have evolved a highly developed sight, this grants a boost die on all sight based perception checks.
Sentinel

The Sentinel Class is able to combine tech and biotics to manipulate the environment, disable and track enemies, or defend the party. Gameplay focus is on protecting the party using kinetic barriers and healing it with advanced medical training.

Sentinels are support-focused characters, possessing biotic and tech abilities mostly focused around controlling the battlefield and keeping the squad alive. They receive no specialized weapons or armor training, but are proficient with a pistol. The Sentinel is surprisingly durable, with access to many of the shield-increasing talents, along with the Barrier biotic ability.

## Career Skills

Skills: Hardware, Software, Discipline, Pistols

Powers: 1 of Tech Shield or Overload. 1 of Throw or Warp.

Sentinel Skill Tree
 Tech Armor Capability (10 xp)
 Reduce the Hard Point cost of the Tech Armor Power  to 1
 Tech Rating (15 xp)
 Add +1 to your Tech Rating
 Bodyguard (15 xp)
 Once per round, perform a maneuver to guard an engaged ally. Suffer strain up to ranks to upgrade difficulty of attacks against them by that number until the start of next turn
 Bastion (15 xp)
 Gain +1 Defense
Throw

Back to powers

Hurls a gravity field projectile to throw unshielded and unarmored targets away

Throw **detonates** primed characters creating a biotic combo.

May affect target of silhouette 0 or 1

Make a medium range biotic attack (4 damage, 4 crit). If it wounds the target, they are launched a short distance and knocked down.

**Novice Power Set (5 xp each)**

1. Spend 2 advantages to affect characters engaged with the target.
2. Spend 2 advantages to gain pierce 3 and effect targets 1 silhouette larger

**Advanced Power Set (10 xp each)**

1. Spend 2 advantages to have the target take double damage if they collide with a sturdy object.
2. Spend 2 advantages to regain double the strain when detonating a combo.

**Expert Power Set (15 xp each)**

1. Spend 2 advantages to target an additional character within medium range of you.
2. Spend 2 advantages to gain pierce 3 and effect targets 1 silhouette larger

**Mastery Power (25 xp)**

1. Spend 1 triumph to stagger a target of throw.
Merchant

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Specialization Skills: Hardware, Lore, Underworld, Streetwise,

Merchant Talent Tree
 Wheel and Deal (10 xp)
 When selling goods legally, gain 10% more credits per rank of Wheel and Deal.
 Know Somebody (15 xp)
 Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.
 Wheel and Deal (20 xp)
 When selling goods legally, gain 10% more credits per rank of Wheel and Deal.
 Know Somebody (25 xp)
 Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody
Narcotics

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### Hallex

Hallex is a controlled substance which induces heightened senses and extreme euphoria in those who dose themselves with it. Hallex is taken in pill form. It’s a narcotic that is mostly used in the night life and increases nerve activity making every motion, feeling and conversation feel significant

* A pill of Hallex will keep you going for 4 hours.
* Allows a boost die to conversations or social interactions. (Charm, Negotiation)
* Gives a setback die to Perception or Discipline checks.

### Minagen X3 (Street name MX3)

Minagen X3 is an illegal chemical that enhances biotics. The degree of enhancement is in proportion to the amount of exposure to the substance. However, Minagen X3 is lethal to the user in large quantities. Minagen X3 is red in color. However, prolonged exposure will damage kinetic barriers and ultimately, a person's health.

* Need to make a Medicine or Underworld check to gauge how much to take.
* If successful, get a boost die to all Biotic motions. Fail and get way too high, A setback die to all Biotic Motions and Perception/Discipline checks.
Tech Armor

Back to powers

Project a suit of Omni-Tech armor around your body to reinforce and strengthen your shields.

Activating Tech Armor causes the following effects:

* Your shields recharge to maximum
* You maximum shield increases by 50% (rounding down) while active.
* Your Shields gain 1 soak.
* Every time you use a power, it causes 2 strain.
* If used outside of combat, activating tech armor reduces your max strain by 1 per additional tier.

When your shields are disabled they explode in a blast of energy causing:

* Damage: 5, Crit: 3 tech attack to each engaged character.
* You may spend 2 advantages to disorient them for 1 round.

**Novice Power Set (5 xp each)**

1. Increases shield soak by two
2. Increases the attack when the shields are depleted to: Damage: 7, Crit: 2, pierce 1

**Advanced Power Set (10 xp each)**

1. Upgrade the ability of your tech attacks by 1 while tech armor is active.
2. Your shield maximum increases from 50% to 100% bonus.

**Expert Power Set (15 xp each)**

1. You gain an additional defence and soak while tech armor is active
2. Tech armor causes no addition strain loss while active. Your maximum is still deduced

**Mastery Power (25 xp)**

1. As an out of turn incidental, you may convert 1 strain to 2 shields.

Although body armor and kinetic barriers provide significant protection for relatively low cost, technically savvy soldiers sometimes go further.

"Tech Armor" is the common term for a complex series of field generators that disrupt incoming force using a stationary warp effect. The theory is that bullets that would normally shatter on impact instead break apart when they strike the field. The field then bleeds away the shrapnel's kinetic energy. The standard design for tech armor traps the warp field between two low-yield kinetic barriers to protect the user from the field itself. When the outer barrier fails, the warp effect is discharged, potentially harming anyone nearby. For this reason, many soldiers modify the armor with a haptic-style light effect to warn allies not to get too close. On missions where stealth is paramount, this effect is disabled. Cynical soldiers joke that the design is called "tech armor" because if it were simply called "warp armor," no one would use it.

The "fortification" approach uses high-energy batteries and superconductive devices within the armor to create a Foucault-current effect, essentially a magnetic field that can immobilize metals, even nonferrous ones. The field is triggered by sensors similar to those in a kinetic barrier. It is powerful enough to protect against most modern weapons, but there are drawbacks. The currents cause metallic objects to hold their position relative to one another, and although the field only lasts for a split second, it creates resistance that can slow or fatigue the wearer. Without specialized training, a soldier can quickly become exhausted or stumble at the wrong time.
Overload

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Cast an high voltage electronic pulse that damages shields, and interferes with weapons, omni tools and biotic amps.

(Strain Damage: 10, Crit Rating: 4, bonus vs synthetics: 3)

**Novice Power Set (5 xp each)**

1. Spend 2 advantages to chain this attack to another target within short range. It only deals base damage.
2. Lower the crit rating to 2

**Advanced Power Set (10 xp each)**

1. Spend 2 advantages to activate disorient (1).  This may be used multiple times.
2. Spend 2 advantages to overheat the targets weapon. They must spend a maneuver to reload.

**Expert Power Set (15 xp each)**

1. Spend 2 advantages to chain this attack to yet another target within short range. It only deals base damage.
2. Spend 3 advantages to disable the target's shields. The target must spend an action to repair their shields.

**Mastery Power (25 xp)**

1. You may spend a triumph to stagger the initial target.
Tierra De Rosas

**Overview**

Tierra\_De\_Rosas (Spanish for:"Land of the Roses") is a former Maple community (Rome) town on the TownySMP. It was founded on May 28th by The\_Breads. The town was located in southern Portugal and was divided into two main parts. A business/residential area in the far south, and a decorational part in the north. The town was deleted on July 20th 2021 by Lordy23 and TownySMP staff.

**Before joining Rome**

The\_Breads used to be a Roman citizen before he made the town, being a member of the town of Ireland. After Ireland got inactive, he made his own town in Portugal. The town was temporarily a part of the nation Oakvale.

**Joining Rome**

Tierra\_De\_Rosas joined the Roman Republic on May 28th 2021. The town remained the dominant town in the Iberian Peninsula untill The\_Breads eventually got inactive.

**Status of Tierra De Rosas**

A major aspect of the town were its high-level and rich players. They made most of their money from underground farms and selling legendary gear. Every player was in-game rank 20 or higher. Members would come and go, untill the town was eventually disbanded.

**End of Tierra De Rosas**

In mid July 2021, Lordy23 became mayor thanks to staff intervanetion because The\_Breads became inactive. at first he looked for someone to take over his town. ImperatorGigi was willing to merge with his town, but a new bug prevented merge from happening. Instead, Lordy23 decided to disband the town and claim the famous villagerfarm for his new town. This created a lot of tension between the HellBound Realm and the Roman Republic.
Infiltrator

The Infiltrator is a tech-savvy warrior, able to win battles by quickly disabling and killing enemies. These soldiers focus on unlocking alternate routes, gaining access to good equipment, and obtaining an advantageous position over enemies in combat.

The Infiltrator class possess a mixture of combat and tech talents. They may gain specialist training with pistols and sniper rifles, begin with light armor (though they can eventually gain the ability to wear medium armor), and possess a variety of tech abilities that focus on disabling and crippling the enemy.

## Career Skills

Skills: Software, Hardware, Stealth, Pistols, Sniper Rifles

Powers: 1 of Incinerate or Tactical Cloak

Infiltrator Skill Tree
 Tactical Cloak Capability (10 xp)
 Reduce the HP cost of Tactical Cloak to 1
 Quick Strike (15 xp)
 Add a boost die per rank of Quick Strike to combat checks against targets that have not acted yet this encounter
 Sixth Sense (20 xp)
 Gain +1 ranged defense.
 True Aim (25 xp)
 Once per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim
Tool Mods

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General Attachments
 Hastened Recovery
 Specialization VI
 Efficiency Module

Omni-Tool Attachments
 Auxiliary Databank
 Tech Power
 Omni-Tool Attack

### Tech Powers

Equips a chosen tech power. Every power cost 1 except for combat drone, tactical cloak and tech armor, which costs 3.

### Omni Tool Weapons

?????????? Add tech rating to melee damage?

## Biotic Amp Attachments

Biotic Amp Attachments
 Biotic Detonation Module
 Biotic Power
 Supported Movement
 Biotic Punch

### Biotic Feedback Module

Regain an additional strain from biotic combos

### Biotic Detonation Module

Biotic combos deal an additional 2 damage

### Biotic Power

Equips a chosen biotic power. Every power cost 1 except for charge and singularity, which costs 3.

### Supported Movement

Gain a boost die to an brawn or agility skill (non combat)
Leader

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Specialization Skills: Council Space, Education, Leadership, Discipline

Leader Talent Tree
 Physical Training (10 xp)
 Add a boost die per rank of Physical Training to Athletics and Resilience checks
 Command (15 xp)
 Add a boost die per rank of Command to Leadership checks. Affected targets adds a boost die to (non-biotic) Discipline checks for the next 24 hours.
 Confidence (20 xp)
 May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
 Coordinated Assault (25 xp)
 Take a maneuver to add an advantage to combat checks for a number of engaged allies equal to Leadership until beginning of next turn. Increase range per rank
Equipment

Back to character creation

* Ensnare: immobilized for rounds equal to ensnare. May break it with a hard athletics check.
* Disorient: Adds one setback dice for rounds equal to disorient
* Knockdown: May spend 1 advantage to make the target prone.
* Guided: If you miss, may spend 3 advantages to make a another attack. Guided rating vs a Average check.
* Burn: suffer base weapon damage for rounds equal to the burn rating. May take an Easy or Average coordination check to end the burn.
* Blast: All characters within engaged range of the target suffer wounds equal to the blast rating (in addition to addition wounds per success). May spend 3 advantages on a miss to trigger blast.
* Concessive: Stagger target for rounds equal to concussive rating
* Sunder: lower the target's soak by rating until a rest.
Pilot

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Specialization Skills: Scanners, Council Space, Perception, Cool

 Skilled Jockey (10 xp)
 Remove a setback die per rank of Skilled Jockey from all Piloting  checks.
 Improved Full Throttle (15 xp)
 Suffer 1 strain to attempt Full Throttle as a maneuver and decrease its difficulty to normal.
 Overwhelm Defenses (20 xp)
 Upon unsuccessful attack with a starship or vehicle weapon, spend two advantages per rank of talent to reduce the defense in the targeted zone by 1 for each two advantages spent.
 Master Pilot (25 xp)
 Once per round when driving a starship, may suffer 2 strain to perform any action as a maneuver
Pull

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Hurls a gravity field projectile to throw unshielded and unarmored targets away

Throw **detonates** primed characters creating a biotic combo.

May affect target of silhouette 0 or 1

Make a medium range biotic attack (4 damage, 4 crit). If it wounds the target, they are launched a short distance and knocked down.

**Novice Power Set (5 xp each)**

1. Spend 2 advantages to affect characters engaged with the target.
2. Spend 2 advantages to gain pierce 3 and effect targets 1 silhouette larger

**Advanced Power Set (10 xp each)**

1. Spend 2 advantages to have the target take double damage if they collide with a sturdy object.
2. Spend 2 advantages to regain double the strain when detonating a combo.

**Expert Power Set (15 xp each)**

1. Spend 2 advantages to target an additional character within medium range of you.
2. Spend 2 advantages to gain pierce 3 and effect targets 1 silhouette larger

**Mastery Power (25 xp)**

1. Spend 1 triumph to stagger a target of throw.
Arohe Aerospace's Modular Freighter

The Arohe Aerospace's Modular Freighter is a ship.

## Available Modules

### Naval modules

Cockpit module

Ship Battery module

Eezo Core module

Shield Generator module

Thermal Storage module

### Utility modules

Surveying module

Minifacturing module

Medical module

Laboratory module

Information Center module

### Storage modules

Cargo module

Passenger module

Luxury Passenger module

Hangar module

Garage module
Barrier

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Barrier surrounds the user with a shifting high-gravity mass effect field deflecting ranged attacks.

Not Available to Sentinels

Activating Tech Armor causes the following effect:

* Restore your barrier to full.

**Novice Power Set (5 xp each)**

1. Commit a biotic die to increase your barrier strength by 50% rounding down.
2. Temporarily gain one rank in the dodge talent.

**Advanced Power Set (10 xp each)**

1. Commit a biotic die to increase your barrier strength by 50% rounding down.
2. Temporarily gain one rank in the dodge talent.

**Expert Power Set (15 xp each)**

1. Upgrade any biotic checks once while your barrier is at full strength.
2. Any character engaged with you when you lose your barrier is **primed** for a biotic combo and gains disorient (1).

**Mastery Power (25 xp)**

1. Commit a biotic die. Your Barrier must protect allies within short range. Increase your barrier strength by 300%. If the enemy attack is within short range, your barrier has no effect. You must take an action each turn to sustain this effect. It causes 3 strain per turn after the first.
Enemy Templates

General Notes

Humanoids

Combat

* Pistols
* Assault Rifles
* Shotguns
* Sniper Rifles
* Flame Thrower
* Rocket Launcher
* Minigun
* Grenades
* Brawl
* Combat Shields

Tech

* Combat Drone
* Cyroblast
* Deploy Turret
* Energy Drain
* Incinerate
* Overload
* Tactical Scan
* Tech Armor
* Tech Shield (Deployable)
* Tactical Cloak
* Decoy

Biotic

* Charge
* Nova
* Throw
* Pull
* Shockwave
* Singularity
* Sphere
* Warp
* Reave
* Barrier

Environmental

* .

Heavy Mechs / Monsters
Geth

Back to species

Characteristic Ratings:

* Brawn: 1
* Presence: 1
* Intellect: 1
* Cunning: 1
* Agility: 1
* Willpower: 1

Wound Threshold: 10+Brawn

Strain Threshold: 10+Willpower

Starting Experience: 200 XP

Special Abilities: Geth do not need to eat, sleep, or breathe, and are unaffected by toxins or poisons. Geth have a cybernetic implant cap of 6 instead of their Brawn rating. In addition, after selecting their career, a Geth Player Character may train one rank in six of the eight career skills (instead of the usual four). After selecting their first specialization, a Geth Player Character may train one rank in three of the four specialization skills (instead of the usual two).

Inorganic: Since Geth are inorganic, they do not gain the benefit of recovering with a med-pack or Medicine skill check. Geth do recover naturally by resting, as their systems attempt self-repairs. Otherwise, Geth need to be tended to with a Mechanics check, using the same difficulties and results as a Medicine check for an organic being. Emergency repair patches can be used to repair damage just like med-packs are used on organic beings. See page 220 of Edge of the Empire for more. Due to their resilient metallic construction, Geth start the game with one rank in the Enduring talent.

Synthetic Being: Geth cannot start as biotics, or use them in any way. Geth cannot be affected by the biotic power Dominate.
Powers

Back to character creation

## Tech Powers

1. Combat Drone
2. Cyro Blast
3. Incinerate
4. Overload
5. Tech Armor
6. Tactical Cloak
7. Energy Drain
8. Mark Target

## Biotic Powers

A biotic combo is triggered when a character is under the effect of a priming biotic power and successfully hit with a detonating biotic power.

When a biotic combo is triggered, it ends any active effect, and deals 1 damage per strain used to cast both the primer and detonator. Detonating a combo restores 2 strain to both the primer and detonator.

1. Charge [D]
2. Nova [D]
3. Throw [D]
4. Pull [P]
5. Shockwave [D, P]
6. Singularity [P]
7. Warp [D]
8. Reave [D, P]
9. Barrier [P]

## Conditions

Cover

* +1-2 Ranged defense

Staggered

* A staggered character cannot perform actions (including downgrading actions to maneuvers).

Immobilized

* An immobilized character cannot perform maneuvers (including maneuvers purchased via strain or spending advantages)

Disoriented

* A disoriented character adds a setback die to all checks they make.

Fear

* GM determined

* Failure: The character adds a setback die to each action he takes during the encounter.
* Threat: The character suffers a number of strain equal to the number of Failures. If the check generates three disadvantages or more, the character can be staggered for his first turn, instead.
* Despair: The character is incredibly frightened and increases the difficulty of all checks until the end of the encounter by one
Ship Design

Back to ships

# Main Attributes

Armor:

Hull Trauma: The wounds threshold of the ship.

System Strain: The strain threshold of the ship.

Handling: Ease to pilot the vehicle, adds a boost die to piloting checks.

Defense: Adds a setback die to attacks from that side. Smaller ships may just have fore and aft defense. Aft Defense is usually 1 - 2 lower. Fore defense may be 1 stronger

# Other Attributes

Relay Compatible: Yes/no

Consumables: X months

Cost:

Customization hard points

Weapons

The Table below is a rough range for creating new military ships, feel free to take GM liberties
PixelsOnMyFace

## Overview

PixelsOnMyFace joined on June 26th, 2017 they were the second Mayor of Winnipeg.

## History

PixelsOnMyFace would join the current server of Maple, EarthMC, in June 2017. She would join with her friend group but they would split up and she would continue with Thoxxx.

Thoxxx would take her to a location of Winnipeg which is in the same spot as it is in modern day Canada. They would be greeted by Dayzle who would invite them to the community on June 26th of 2017.

The town would expand with PixelsOnMyFace building her house in Winnipeg. And Pixels and Thoxxx would together build a pathway all the way from Winnipeg to Anticosti. This would pave the way for the highway would later extend all the way to the Pacific Ocean.

Thoxxx would end up going inactive and PixelsOnMyFace would take over mayorship. But with Pixels being bored of the server the town would remain stagnate with Pixels only going online to keep the town alive.
Drinks

Back to equipment

## General Drinks

### Akantha

A popular brand of asari liquor renowned for its warm, smoky flavor and sweet aftertaste, that cuts down hangovers. Used to have black-and-white ads, which Dr. Lexi T'Perro claims are wonderful. It can be bought on the Nexus for 9 credits.

### Asari hard liquor

A shot of this unidentified asari drink can be bought on Eternity for 5 credits. More refined than krogans will, three shots can affect Commander Shepard.

### Asari honey mead

A glass of this sweet and mellow drink can be bought on Eternity for 10 credits. Five shots can affect Shepard.

### Batarian ale

The Dark Star Lounge's bartender can serve genuine and uncut batarian ale if Shepard continuously requests more drinks. It is colored green, and as far as the bartender can recall only Shepard has managed to stay on their feet after chugging one.

### Batarian Shard Wine

It is believed to be more commonly available in Citadel space than Canadian lager is.

### Beer

Human drink. It has since been spread along with humanity's expansion to the stars, with alien variants made available at establishments like Fortune's Den on Omega. At best, alien beer would be flat and bitter, but at worst a human might spend the night vomiting.

# Brandies

### Relay Brandy

A popular drink on the Nexus with a logo of a mass relay.

### Serrice Ice Brandy

A bottle of Serrice Ice Brandy costs 1,000 credits and can be bought at Ratch's Wares on Tuchanka, Dark Star Lounge on the Citadel, Eternity on Illium, or Afterlife Club on Omega. It has a bluish color.

### Turian brandy

A drink presumably for turians. Quarians apparently can consume the stuff

# Cocktails

Drinks prepared with multiple components and generally sold at bars. Silver Coast Casino hosts two bars, and its bartenders offer information on what they have available.

### Bina

A volus drink. It has an alcoholic ammonia mixture and may be borderline toxic to humans.

### Burukh

A krogan drink. It is set on fire first, then put out, then drank while still hot.

### Shadow brokertini

This drink can be served with or without lime. The Shadow Broker herself orders one without lime.

### Tasty Tankard

It contains Irish cream, coconut rum, iced chocolate, and butterscotch schnapps.

### Mindfish

The mindfish is the hanar equivalent to alcohol. It is not a drink per se; rather, its hallucinogenic skin oil is its main ingredient. If eaten by humans, its effects are more potent and releases more slowly: an entire weekend is apparently required to shake it off.

### "Mystery drink!"

Rumored to come from the deepest reaches of the Attican Traverse, distilled on a shadowy nameless planet by specifically-adapted vorcha. One glass costs 25 credits on Eternity, and instantly affects even people like Shepard.
Explorer

Back to career

Specialization Skills: Piloting, Scanners, Medicine, Survival

 Outdoorsman (10 xp)
 Remove a setback die per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half.
 Rapid Reaction (20 xp)
 Suffer a number of strain up to ranks in Rapid Reaction to add an equal number of s to initiative checks.
 Utility Belt (25 xp)
 Spend 1 Destiny Point to perform a Utility Belt incidental; produce a previously undocumented item or weapon (with restrictions) from a tool belt or a satchel
Soldier

The Soldier is a tough warrior, able to deal with a range of combat situations. The Soldier gets improved health, has the widest selection of weapons, and is eventually able to wear heavy armor. Gameplay focus is on getting into the thick of the fight, picking the right weapon for tactical situations, and outlasting opponents.

Soldiers are the full spectrum warrior of the squad whose talents focus on improving durability and damage. They may specialize in any weapon they choose and are the only class to have access to the assault rifle talent. Soldiers are the only class that may upgrade to heavy armor. Their major weaknesses are their complete lack of biotic and tech abilities, relying on squadmates to pick up the slack in those areas.

## Career Skills

Skills: Athletics, Sniper Rifles, Assault Rifles, Pistols, Shotguns, Heavy Weapons

Soldier Talent Tree
 Ammo Power (10 xp)
 Learn two ammo powers: Incendiary, Disrupter, Cryogenic, Armor Piercing, Shredder
 Quick Reload (15 xp)
 May change your ammo power as an incidental once per round
 Ammo Expert (20 xp)
 You know every ammo power but warp ammo.
 Ammo Power Mastery (25 xp)
 Ammo powers have double effect, you may share your active effect with an ally at half effectiveness
Nova

Back to powers

Channels biotic barriers into a point-blank, high-damage explosion around the user.

Not Available to Sentinels

Nova **detonates** primed characters creating a biotic combo.

Make a biotic attack at everyone engaged with you. (X Damage, Crit 3, Pierce 2). Where X is your barrier strength. Using nova fully depletes your barrier.

**Novice Power Set (5 xp each)**

1. Spend 2 advantages to deal 25% more damage (rounding up)
2. Spend 2 advantages to decrease the critical rating by 1, and increase the pierce by 2.

**Advanced Power Set (10 xp each)**

1. Spend X advantages to recover X strain.
2. Spend 1 advantage to only consume half your barrier, dealing half damage.

**Expert Power Set (15 xp Each)**

1. Spend 3 advantages to activate disorient (2)
2. Spend 2 advantages to knockdown and deal 25% more damage.

**Mastery Power (25 xp)**

1. Spend 1 triumph to have a 50% chance of not consuming any barrier
Singularity

Back to powers

Deploys a gravity well that lifts and damages unshielded and unarmored enemies.

Targets lifted by singularity are **primed** for biotic combos

May affect target of silhouette 0 or 1. You must commit one biotic die.

Make a biotic attack at a target within medium Range. Any target that is engaged may be lifted. If they have any soak or shields, singularity fails to lift them. However, each success allows you to ignore 1 soak/shields. If successful, the target is lifted up and immobilized. While lifted, you may not gain benefit from cover.

Singularity lasts until the start of your next turn.

**Novice Power Set (5 xp each)**

1. Spend 2 advantages to have singularity last until the end of your next, next turn.
2. Spend 2 advantage to have singularity affects any target within close range, instead of engaged range

**Advanced Power Set (10 xp each)**

1. Spend 2 advantages to have any character that starts their turn lifted by singularity, take 3 damage, pierce 3.
2. Spend 1 advantage to have singularity not affect allied characters.

**Expert Power Set (15 xp each)**

1. Spend 2 advantages to have singularity deals 7 damage, pierce 3 when it ends.
2. Spend 2 advantages to have singularity ignore 3 soak.

**Mastery Power (25 xp)**

1. Spend 1 triumph and 2 strain to cast another biotic power.
Salarian

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Characteristic Ratings:

* Brawn: 1
* Presence: 2
* Intellect: 3
* Cunning: 2
* Agility: 2
* Willpower: 2

Wound Threshold: 9+Brawn

Strain Threshold: 11+Willpower

Starting Experience: 60 XP

Special Abilities: Salarians begin the game with one rank in both Education and Perception. May train 1 skill up to 3 at character creation, this may be one of the two starting skills listed above. They still may not train any other skills above rank 2 during character creation. Salarians start with one rank in both the ‘Rapid Reaction’, and ‘Rapid Recovery’ Talents.

High Metabolism: Salarians only require one hour of sleep each day, although this does not give them the healing benefits of 8 hours of rest in only one hour, only mitigates the need for 8 hours of sleep. Natural healing still works as normal.

Low-Light Vision: Salarians gain a boost die to see in darkness.
Treaty of Tenochtitlan

## Overview

The Treaty of Tenochtitlan was a Treaty signed between the Toltecs and Mexico on November 27th, 2020. Through an hour long talk between the leader of Mexico and the Incumbent Hoyenah, Pengwen\_828, and the 39th Chieftan Board.

## The Talks

ItsProngs, the leader of Mexico, opened the conversation saying that he would want a strict border agreement, dividing Mexico in two. This was denied quickly with the Toltec government saying that they have no right to land they aren't occupying. LoganCreeper50 would bring up that towns can settle land borders themselves without the nation stepping in. The Mexicans liked this idea but they still wanted a land border. They decided that they can tell their citizens to not settle in southern mexico but still can, and the Toltecs can say don't settle in north Mexico, but you still can.

## The Official Treaty

Treaty of Tenochtitlan

- The Toltecs agree to discourage its citizens from making towns in the north

- The Mexicans agree to discourage its citizens from making towns in the south

- The Toltecs repay the Mexicans 200g for the siege.

## Controversies

The Treaty got mixed reviews from the Republic, with some people saying that we should not pay them any gold, because why should we give the money when they are the ones who attacked us. This would go away quickly as when the siege actually ended, Tenochtitlan was given the 200g.
Engineer

The Engineer is a tech specialist, able to quickly and easily manipulate the environment with specific talents, and repair or modify technical equipment. Gameplay focus is on shaping the battlefield during combat, healing the party, and debuffing enemies (disabling weapons and lowering shields). Even though they begin the game with only pistols and an omni-tool, Engineers can unlock the ability to hack enemy technology.

The Engineer Class possesses all tech abilities, but can only equip light armor and may gain specialist training with pistols as well. They possess no biotic skills. Tech skills focus on crippling and damaging the enemy.

## Career Skills

Skills: Hardware, Software, Education, Pistols

Powers: 2 of Combat Drone, Overload, Incinerate or Cyroblast

Engineer Skill Tree
 Custom Omni-Tool (10 xp)
 Adds 1 additional hard point to your Omni Tool
 Recovery (15 xp)
 Recover 1 strain per round
 Natural Programmer (20 xp)
 Once per game session, the character may reroll any one Computers check.
 Improved Tech Rating (25 xp)
 Gain +1 Tech Rating, may equip tier 3 amps.
SulfuricSoda

#### The Beginning

SulfuricSoda joined towny server McAtlas in June of 2019, and was promptly recruited by the city of Cyrenacia (Formerly Crete) in northern Libya upon entering the server. She quickly climbed the ranking ladder by doing favors and running errands for Cyrenacia mayor, Lord Luxures, and was given helper rank in a matter of weeks.

#### The Peak

Cyrenacia's peak was in late summer of 2019 with about 150 players, of which SulfuricSoda was tasked with distributing materials amongst. Her other obligations included making citizens aware of town rules, maintaining farms, documenting infractions, assisting in large builds, and fixing minor griefs. Cyrenacia had no fixed government system, but it can be argued that this is the first and only instance of SulfuricSoda taking a position of power.

SulfuricSoda had other minor roles in the community such as accompanying mayor Loxures to UN meetings. Some screenshots may exist of such meetings, but are currently lost.

#### The Decline

The decline of Cyrenacia, and SulfuricSoda's investment in it began with capitalism. Loxures began demanding long, tedious tasks of the three helpers in Cyrenacia to aid future plans for a shop. This included, but was not limited to, dangerous collection of underwater prismarine in bulk from the Mediterranean Sea, the digging of a 50 block deep canal, and most notably the collection of more than ten thousand stacks of sand from the Sahara desert.

This, including exterior factors such as a loss of civilians, unrest within the nation, and heavy restrictions placed on building caused Sulfur to become dissatisfied and bored. As a result, she took a hiatus for the first half of 2020.

#### The Return

In late July of 2020, Sulfur returned to a very different McAtlas. She had not only been stripped of all ranks except resident, but her plot had been put up for sale and looted, and her horse was gone. Cyrenacia had been abandoned, and little to no progress had been made in her absence. With nothing left binding her to the town, she left Cyrenacia for good.

## Kotejikoa: Rebirth

### Companionship

In August of 2020, Flamingo.teeth, SulfuricSoda's real life platonic love interest and notorious minecraft sidekick became increasingly involved in Minecraft. This prompted Sulfur to seek out a new beginning on McAtlas instead of joining another town, as they wanted to have complete independence in the creation of a town. Together, they sought out a new location to start a cozy lesbian paradise.

### Creation

#### Founding of Kotejikoa

There were four requirements that Sulfur was looking for in a town, and those four requirements have carried over to every server she has been on since.

1. Is it remote?
2. Does it have good resources?
3. Does the terrain have potential?
4. **Does Flamingo approve?**
Turian

Back to species

Characteristic Ratings:

* Brawn: 2
* Presence: 2
* Intellect: 2
* Cunning: 1
* Agility: 2
* Willpower: 3

Wound Threshold: 11+Brawn

Strain Threshold: 11+Willpower

Starting Experience: 90 XP

Special Abilities: Turians begin the game with one rank in either Discipline or Leadership. They still may not train either skill above rank 2 during character creation.

Reflective Carapace: Turians have an evolved resistance to radiation, granting them a Boost Die to Resilience checks made to resist the effects of radiation.

Talons: When a Turian makes Brawl check to deal damage to an opponent, he deals +1 damage and has a critical rating of 4.
Armors

Back to equipment

Combat hard-suits use a dual-layer system to protect the wearer. The inner layer consists of fabric armor with kinetic padding. Areas that don't need to be flexible, such as the chest or shins, are reinforced with sheets of lightweight ablative ceramic. The outer layer consists of automatically-generated kinetic barriers. Objects traveling above a certain speed will trigger the barrier's reflex system and be deflected, provided there is enough energy left in the shield's power cell.

Armored hard-suits are sealable to protect the wearer from extremes of temperature and atmosphere. Standard equipment includes an onboard mini-frame and a communications, navigation, and sensing suite. The mini-frame is designed to accept and display data from a weapon's smart targeting system to make it easier to locate and eliminate enemies.

Kinetic barriers, colloquially called "shields", provide protection against most mass accelerator weapons. Whether on a starship or a soldier's suit of armor, the basic principle remains the same.

Kinetic barriers are repulsive mass effect fields projected from tiny emitters. These shields safely deflect small objects traveling at rapid velocities. This affords protection from bullets and other dangerous projectiles, but still allows the user to sit down without knocking away their chair. The shielding afforded by kinetic barriers does not protect against extremes of temperature, toxins, or radiation.

Light Armor

Medium Armor

Heavy Armor
Quarian

Back to species

Characteristic Ratings:

* Brawn: 2
* Presence: 1
* Intellect: 3
* Cunning: 2
* Agility: 2
* Willpower: 2

Wound Threshold: 9+Brawn

Strain Threshold: 10+Willpower

Starting Experience: 100 XP

Special Abilities: Quarians begin the game with one rank in either Computers or Mechanics. They still may not train this skill above rank 2 during character creation. Quarians start with one rank in either the Scrounger (Utinni), or Technical Aptitude talents.

Compromised Immunity: Quarians possess a weakened immune system and thusly have to wear environment suits in order to avoid potential life threatening illness. A Quarian that does not have, or has a punctured enviro-suit, treats oxygen as a dangerous atmosphere with a rating of 4, and suffer a setback die to resist Toxin or Disease.

Starting Gear:  Quarians begin the game with a custom enviro-suit, which counts as ‘Vacuum Sealed heavy clothing’.
Fort Augusta

## History

Fort Augusta was founded as Fort Iralaya around November 18th, 2018, by LoganCreeper50, FantasticFox, and BlastAngel(?). The fort was constructed as a checkpoint between Wabanaki\_South and Quito, Quito being a town that was under siege by Wabanaki.

The Fort was just something to do while the government was discussing peace with Panama. But during those peace talks runnerboy72000 attacked Fort Iralaya, killing all of the inhabitants there. Later that day LoganCreeper50 and DDime would go to the fort and rebuild it.
The Banner Hall

## Overview

The Banner Hall is a building built in Anticosti, New Kanata, and Delhi. The banner hall is to document towns, the date that they joined, their mayor, their name, and their banner.

## The Anticosti Hall

The Anticosti Banner Hall started construction on ??/????. It is the longest hall on any of our server having towns that first joined in April of 2017, all the way to October 2018. The towns in the Banner Hall go as follows.

### mrclucky123

1. NewFoundland (disbanded), mrclukcy123, joined 4/29/2017
2. Anticosti, Dayzle, joined 4/30/2017
3. Nathadison (disbanded), Madsnjen, joined 5/7/2017
4. Nunvaut (disbanded), Karkattt, joined 5/19/2017
5. Gaspe (disbanded), HelloKittySenpai, joined 5/19/2017
6. Detroit\_City (disbanded), jumpjump10, joined 5/24/2017
7. Nova\_Lisboa (disbanded), kingluc517, joined 5/26/2017
8. PEI (disbanded), TheOverlord01, joined 6/6/2017
9. Saskatchewan (disbanded), PheasantKing15, joined 6/16/2017
10. Perce, Lucas2011, joined 6/22/2017

### Dayzle

1. Acadia (disbanded), BlastAngel, joined 6/26/2017
2. Winnipeg, PixelsOnMyFace, joined 6/26/2017
3. Quebec, MrSnipeHard, joined 6/26/2017
4. Montreal (disbaneded), i3um13, joined 6/27/201[7]
5. Hudson-Bay, GraceTheRooster, joined 6/30/2017
6. Iqaluit (disbaneded), Nordiclovepotion, joined 7/2/2017
7. Lumi, U238, joined 7/2/2017
8. Trikru (disbanded), Ovii, joined 7/5/2017
9. Great \_\_-\_-\_-To bE Continueted\_\_\_\_-\_-
Thoxxx

This page has limited information due to loss of contact with the individual.

## History

Thoxxx, along with their friend PixelsOnMyFace, would create the town of Winnipeg in Canda.

Early on in the building of Winnipeg, Dayzle, and other citizens like BlastAngel and MrSnipeHard, would help Winnipeg, giving them gifts and materials.

Thoxxx would build several buildings, but 2 notable ones, their house, and the Winnipeg Watchtower.

Thoxxx would go inactive, and after 45 days, they were kicked from Winnipeg and PixelsOnMyFace would become Mayor of Winnipeg. Pixels would remain Mayor until EarthMC Classic shut down.
Twisting-Turning-Rotting-Screaming

The Hollow Man

Seven-that-are-One

Corpse of Rot and Brittle Bone

Pitdweller

### Aliases

Cizin, Mictlāntēcutli, Mot, Tlazolteotl, Erra, Wutong Shen, Shakpana, Wen Shen, Ruohtta

### Domain

Entropy, degredationFilth, insects, refuse

Death, sickness

### Ilk

Daemona (Broodkin, etc)The Dealer

Wen

Blights

### Symbols

A shrunken head dipped in spoiled milk and left to dry. Thirteen severed eyes, hanging from a metal or wooden collar by their nerve endings. A corpse hung from a rope, so that as it rots, its secretions collect on the ground below.

### Status

Sleeping, Restless, Altered

A powerful Fallen, this spirit was dramatically reduced during the 1950s and 1960s. It now slumbers deeply, but seers of the Locum Magis have warned as early as 1983 that resurgence is eminent. A failed attempt at summoning Frenzy led to an incomplete incursion, temporarily foiled by Agency members Bruce, James, and Aspect 003, who were retired as a result of the attention the binding drew.