recursal/Fanatic-Fandom huggingface dataset:
Everett

The Everett is the spaceship which functions as the setting for Quantum Suicide's story. The Everett was dispatched from the Earth in the year 2092, following a period of cataclysm which threatened humanity's continued existence. The ship is a military spacecraft capable of 1/8th faster-than-light (FTL) travel. Its mission has been to locate, reach, and terraform a suitable new planet, classified as Gliese 832c. Following the planned terraforming, the crew is expected to inhabit and populate this world, thus ensuring the survival of the human species.

Recently, the Everett's artificial intelligence system, known as A.I., has experienced a major wave of corruption, resulting in the system developing a kind of split personality. The original personality continues to be called A.I., while the new, malevolent one calls itself "D.A.I." This has resulted in the emergence of the "Deletion Game."
Protagonist

The protagonist is the main character of Quantum Suicide. The player selects the protagonist's name, in addition to choosing whether to play as a male character or a female one. Regardless of what decisions one makes in customization, the protagonist is always a scientist specializing in quantum physics.
Quantum Suicide Wiki

This is an unofficial wiki for the game Quantum Suicide.

Quantum Suicide is an upcoming visual novel computer game created by Cotton Candy Cyanide. The game's story is set in the year 2117 on the Everett, a spaceship dispatched from Earth twenty-five ago for the purpose of finding humanity a new, viable planet to inhabit and populate. Quantum Suicide will feature branching paths, multiple romance options, and more than thirty endings. Cotton Candy Cyanide has released a playable demo for the game.

The protagonist, depending on player choice, is either a male or female researcher/quantum scientist who recently came aboard the ship under mysterious circumstances. The overall mission of the Everett's crew is imperiled by a deadly corruption of the ship's A.I system. The corruption of the A.I. has resulted in the craft's artificial intelligence demanding all crew members participate in "The Deletion Game," a weekly event that compels participants to engage in a game of life, death, and survival.

Besides the protagonist, Quantum Suicide features ten other characters, most of whom serve key roles as crew members in facilitating the Everett's mission. They include Kimiko Yukimori, the ship's Captain, Shizuka Himura, the Linguistics Officer and a Navigator, Medical Officer Beatrix Vogel, Nikolas Vogel, another Medical Officer and twin of Beatrix, the Agricultural Engineer Katashi Ikari, Mechanical Engineer Yoshiki Sasaki, Vladimir Mishchenko, a brilliant scientist who is one of the few remaining original crew members and the father of Melody, an unnamed Navigation Officer, Melody, a young girl who carries around a plush dinosaur and is the daughter of Vladimir and the unnamed Navigation Officer, and the A.I., an artificial intelligence system aboard the Everett that projects itself in the form of a human woman via soft light hologram.

The Everett has many rooms and sections that the player explores and interacts with during the course of the game. Some of these areas are the Protagonist's Quarters, the Kitchen, the Medical Bay, the Baths, the Eco Lounge, the Gym, and the Engineering Bay.

## Quantumers

Fans of the game and those who anticipate playing it are known as Quantumers.

## Wiki Sections

* Characters
* Locations

## External Links

* Quantum Suicide website
* Quantum Suicide Kickstarter website

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

File:Placeholder
Food Wiki

## Welcome to the Food Wiki!

Welcome to the food wiki where you can find every type of food and restaurants you can think of!!! At the top of the page you will see a "food" tab. Click that and a list of food will appear. If you scroll down you will see sub-categories for all the food like "Breakfast", "Fruit", and more. Click on one to view that specific category of food. You can hit the arrows underneath the food and pictures to go to the next page. Otherwise just go through all of the food by not clicking the sub-categories and just going through them all. If you want to see where food is sold at go to the restaurant tab. It has sub-categories to like "Pizza Restaurants". Once again you can either do that or just look through them all. I hope you enjoy exploring this wiki!
Deletion Game

The Deletion Game is a weekly event instituted by D.A.I. Following the appearance of the D.A.I. personality within the A.I. system, participation in the Deletion Game becomes mandatory for every person aboard the Everett.

The first round of the Deletion Game sees the A.I. introduce the game "Make Ten" as a means of determing who will be executed. In Make Ten, each player is given a digital card with a possible numbering from one to ten. The players transact with each other in an effort to collectively produce the number ten with their combined cards. Those who reach the number ten will survive at the end of the round if they maintain that number. Participants can trade or give cards at authorized terminals.
City of Koorif

**Koorif** (pronounced: *COO-riff*) is one of three minor cities within the Antarctic State. Though it is the largest of the three, however it is still designated a "minor" city by the Department of Infrastructure due to its total area falling below 5,000 square miles (12,950 sq. km).

## History

Koorif is among the latest cities built in Cyberia, which is to say it is one of the youngest. Built after the formation of the country proper, its primary purpose was to serve as a hub for more than six relatively nearby resource mining operations, including at least one offshore platform, all of which are organized and managed mostly by Koorif's own central military base.

## Economy

Koorif is perhaps best known for having control of the most Antarctic mines out of all of the Cyberian Cities. It is also here where the most processing of raw ores is done for the benefit of the government.

### Agriculture

Koorif stores and is supplied with rations by the Department of Agriculture for emergencies, along with perishable foods for its citizens in normal circumstances.

## Points of Interest

### Concorde CMB

The central military base within the city of Koorif is named Concorde CMB (Cyberian Military Base). It has found itself being made the base of operations for the Department of Resource Management.
Security Forces

The **Cyberian Security Forces** (**CSF** or **SF**) are one of the three major police forces in Cyberia. They are military police (MPs), who focus on maintaining the peace and orderly conduct on military bases, securing and guarding said bases, and handling various forms of internal affairs within the State Military. They can be likened to members of Section 1, with the exception that the SF work almost exclusively within military bases, and are more closely involved with the scrutiny of military personnel as opposed to civilians.

## Duties and Function

Contrasting from Section 1 and the Riot Control Corps, who almost exclusively work to protect the civilian sector, the Security Forces work only with military law, which involves only those who work for the Cyberian government. That includes Metro and RC as well, proving that the SF has superior authority above all other Cyberian police forces, in the context of arresting offenders within the government.

The Security Forces' job is primarily to handle disturbances at the military level. This includes investigating internal affairs just as much as it includes citation of minorly offending servicemen. Secondarily, Security Forces are also responsible for being the first line of defense when it comes to external attacks against Cyberian military bases. That is, they patrol perimeters, inlets and outlets, and keep an eye out for any incoming threats, quickly relaying such information to more internal authority while keeping the threat at bay, if possible.

Interestingly, Security Forces have the authority to temporarily detain anyone of higher rank than themselves, provided that they have reasonable suspicion for doing so that will hold up in a court-martial proceeding if necessary.

## Uniform and Weapons

The Security Forces wear the same ABU uniform as the majority of other government employees, however they are designated the all-blue color to their uniforms known as BWS or Blue Working Solid or "Blues".

Just like the majority of Cyberian military jobs, the Security Forces blend in well with their brothers and sisters in arms. However, the addition of a sidearm that they frequently carry with them on the job is a more obvious indication of occupation that most uniformed servicemen don't usually have. Less-obviously, just like other servicemen, SF has a patch on their arms indicating what job area they fall under.

Enlisted SF that act as patrolmen within military bases can usually be seeing openly carrying a sidearm on top of their military uniforms, either on their belt or strapped to their thigh. In truth, the common patrolmen types are typically less armed than even Metro policemen.

SF that guard perimeters of military outposts or other such point of military interest, generally are equipped with a rifle in addition to their sidearm, as well as a combat vest over their uniform's jacket and a ballistic helmet.
.22 Pistol

**PL 4 .22LR 1/shot Handgun** (*Personal Firearms Proficiency.*)

 **Critical** | 20
 **Damage Type** | Ballistic
 **Range Increment** | 20 ft.
 **Rate of Fire** | S

#### Description

The .22 pistol is short-range holdout pistol, popular on the west coast before the war. Its small size makes it underpowered, but can be outfitted with a silencer to make for a handy weapon where not meant to have one.

Concealable: This weapon can be hidden inside clothing to Sneak the weapon into places that doesnt allow weapons.
M79 Grenade Launcher

**Thrown Explosive Grenade**

 **Size** | Tiny
 **Range Increment** | 40 ft.
 **Purchase DC** | 24/TU 240/caps (for platform)

Loading: This gun takes an action to reload

Explosive: This weapon is explosive duh. Deals damage in a 10 foot radius the victim makes a Dexterity saving throw if passed takes half damage
Scavenger

Hit Die: 1d8 per level

**Weapons:** Pistols, Rifles, and Shotguns, and Melee

**Tools:** Repair Tools, Bobby Pins

**Saving Throws:**Agility, Perception

**Skills:**Choose two skills from Acrobatics, Athletics, Stealth, Medicine , Perception, Nature, Sleight of Hand, Investigate, and Scavenging

### Equipment

* Scrap Medium Armor
* (a) 1 Rifle and Pistol (b) Shotgun and 1 melee weapon
* 3 Stimpak and 30 rounds of ammuniton
* 100 Caps
City of Kherson

**Kherson** (pronounced: *CUR-sun*) is one of three minor cities within the Antarctic State. While the city is certainly not small, Kherson is officially designated a "minor" city by the Department of Infrastructure due to its total area falling below 5,000 square miles (12,950 sq. km). Currently expanded to 4,095 sq. mi (10,609), it is the second largest of the three minor cities, the other two being Koorif and Texas.

## History

The area around what is now known as Kherson was first surveyed by the Soviet Union between 1960 and 1970, however they had overlooked the natural reserves of copper ore located roughly north of the sector.
Some time after the formation of the Antarctic State, with the need for more copper reserves, the AS assessed their land at a wider breadth and with better surveying equipment, launching one of the many newer mining operations in Western Antarctica. The workers and other government employees had settled somewhat southeast of the mine, establishing a military base and subsequently a civilian city formed around it.

## Economy

Kherson is one of three major in-country copper providers for the Antarctic State. As such, it is home to one of the larger military bases, Lemarchand CMB (Cyberian Military Base), for providing heavy defense if ever necessary, as well as processing and shipping raw resources.

### Agriculture

Similar to some extent to other minor cities, Kherson is largely dependent on the major cities for the supply of perishable edible goods, including raw crops for further processing within the city itself; and just like all cities in general, there exists a large indefinite storage of non-perishable rations maintained by the Department of Agriculture, should the external supply of foods be cut off for any reason.

## Points of Interest

### Lemarchand CMB

Near the center of the city of Kherson is its very own major military base officially designated the name of Lemarchand. In the past, the ASC Department of Justice has taken up headquarters at Lemarchand, and today it remains its main base of operations. It is Lemarchand CMB where military personnel are flown to when they are needed for an appearance at the courts-martial.

### Higher Education

Arguably due to the presence of the headquarters to the Justice Department, there have cropped up a number of law schools, some programs of which have come to be funded in part by the Department of Justice in the pursuit of knowledgeable recruits for their ranks. There is also at least one AMA, or Alternative Military Academy, where parents have the option to send their children to instead of high school.
.44 Magnum Revolver

**.44 This is a magnum revolver with a logo on the handle displaying 'S' on front of W'. .44 magnum revolver** (*Personal Firearms Proficiency.*)

 **Critical** | 20/x2
 **Damage Type** | Ballistic
 **Range Increment** | 30 ft.
 **Rate of Fire** | S

you can add/buy a Speed Loader for this weapon with only 2/TU or 20/caps
Molotov Cocktail

Thrown Fire Weapon

 **Size** | Tiny
 **Range Increment** | 40 ft.
 **Purchase DC** | 24/TU 240/caps (for platform)

Radius: Deals damage in a 10 foot radius the victim makes a Dexterity saving throw if passed takes half damage

Burning: Victim take a additional 1d4 damage until a DC 14 Dex save is made to be put out, Also an ally can use their action to make the save to put them out
Light Machine Gun

**5.56 The LMG is a box, automatic weapon with a high rate of fire and a comparatively low spread. 30cal lmg** (*advanced firearms proficiency*)

 **Critical** | 20/x2
 **Damage Type** | Ballistic
 **Range Increment** | 60 yrds.
 **Rate of Fire** |  | **Restriction** | str 17+ unless mounted

Automatic: This gun can be fired twice for each attack action used with this weapon.
Buffout

**Buffout** *Price:* 25 Caps;

**Intended Effect:**

**Strength +2**
Constitution +2

10 Temporary Hit Points

**Duration: 5 minutes**

**Overdose: If more than 2 doses are taken within 1 hour, the user suffers from muscle fatigue (-2 Strength) and lack of energy (-2 Constitution) for 2D12 Hours.**

Addiction: Using this item can cause the user to become addicted to it Percentile roll (DC is 15 (+5 gets added for everytime this substance is used within 24 hrs.

See Addiction for penalties.
Pyscho

**Psycho** *Price:* 30 Caps;  *DC:* 15

**Intended Effect:**

**Immediate +4 to all to Attack Rolls**

**6 hours - -2 Intelligence.**

**Duration: 30 seconds**

**Overdose: If more than 3 doses are taken within 1 hour, the user becomes Unconscious for 1d4 hours.**

Addiction: Using this item can cause the user to become addicted to it Percentile roll (DC is 15 (+5 gets added for everytime this substance is used within 24 hrs.

See Addiction for penalties.
Gatling Laser

**MFC 10/shot Heavy Weapon** (*Exotic Weapons Proficiency (Energy Weapons)*)

 **Critical** | 20
 **Damage Type** | Energy
 **Range Increment** | 75 feet
 **Rate of Fire** | A

Spin Up: This weapon can be very intimidating, When spinning up this weapon it can be used to give you or an ally advantage on their intimidation check.

Automatic: This gun can be fired twice for each attack action used with this weapon.
Thorn

DOB: -Waiting on the dates from DM-

Hometown - Shady Sands, New California Republic

Bio - The son of a Brahmin trader and politician in the wealthy side of Shady Sands he grew up watching the Bear eat itself during the NCR-BOS war and it's protracted imperialism leaving room for savaging capitalist vultures to swoop into the positions of power. Growing tired of the political and literal Brahmin-shit, Thorn took his valuables and tools and headed out on a caravan. Finding his own way away from the backdoor politics of the NCR is his dream, maybe even opening up a restaurant with his new found friend, a Mister Handy named Jeremiah.
Character Creation

This campaign uses a slightly modified D20 Modern/Apocalypse Rule Book

### Crippling Limbs

Crippled Limbs when you get hit by an attack, DM will roll a 1d6 to decide what part of your body the attack hit unless a called shot is made, You will lose your overall health but depending on where the attack hits that limb will take damage as well, Once a limb reaches 0 Hp its cripples here is the effects that happen when they are crippled.

 Torso
 Arm
 Both Arms
 Leg
 Both Legs

You can heal hurt and crippled limbs by various means such as Seeing a doctor to heal them to full for a price. Making a DC 16 Medicine check to heal to half (Rounded up), Sleeping also heals them to half (Rounded up), Using a stimpak also heals for an amount set by the stimpak, So you will heal you overall HP but also heal one of your limbs by the healing done by the stimpak. You can also use a doctors bag, to heal your limbs to full.

###

### Radiation

When your in radioactive environments you lose your max health by what stage of radiation poisoning you have

 Advanced
 Critical
 Deadly
 Fatal

You can lower your Radiation levels by taking Radaway, or visiting a doctor and paying a fee.
Combat Knife

**Melee Weapon** (*Simple Weapons Proficiency*)

 **Critical** | 19-20
 **Damage Type** | Slashing or Piercing
 **Rate of Fire** |  | **Restriction** | Common, West Coast

#### Description[edit]

A pre-war combat knife produced by the SharpWit company, the Stallona was made popular in the 80s after it appeared in a successful movie franchise.

Concealable: This weapon can be hidden inside clothing to Sneak the weapon into places that doesnt allow weapons.
9MM Smg

**9mm The 9mm SMG looks like an old WW2 grease gun, but sort of compacted. A small, easy to hide gun with a fast fire rate makes it a commonly concealed weapon, though it's spread makes it less accurate at longer ranges. 9mm submachine gun** (*Personal Firearms Proficiency.*)

 **Critical** | 20/x2
 **Damage Type** | Ballistic
 **Range Increment** | 35 ft.
 **Rate of Fire** | S, A

Automatic: This gun can be fired twice for each attack action used with this weapon.
Sledgehammer

**Melee Weapon** (*Simple Weapons Proficiency*)

 **Critical** | 20
 **Damage Type** | Bludgeoning
 **Rate of Fire** |  | **Restriction** | Common, West Coast/East Coast

#### Description[edit]

A large hammer used to break down doors before the war, now very popular among muscular thugs.

Prying: When this weapon is used to force a door you have advantage on the Str check
Joseph McLafferty

He's smart, determined, naive and perhaps a little too greedy, which isn't out of the ordinary for someone with his position. He was born to a high class family in a large settlement. He lived in peace until he was about 20 years old, but at that point life began to change. Joseph became executive of the New Vegas branch of the Crimson Caravan Company and was ruthless in his upcoming. With a hand in most caravan commerce, he blossomed in a profitable world. But with his charm and capability, he can quickly become an unstoppable force. Joseph is currently looking for new hires due to the increase of raider and animal attacks, which puts his business at risk.
Spiked Knuckles

**Unarmed** (*Simple Weapons Proficiency*)

 **Critical** | 19-20
 **Damage Type** | Piercing
 **Rate of Fire** |  | **Restriction** | Common, West Coast/East Coast/Midwest

#### Description

An improved variant of brass knuckles with four spikes protruding out of them. They do more damage than regular brass knuckles.

Concealable: This weapon can be hidden inside clothing to Sneak the weapon into places that doesnt allow weapons
Protectron

**Ability Score Increase**: Your Intellegence increases by 2, and your Perception by 1.

**Age**: You are a robot be boop you live until your systems just cant do it anymore.

**Alignment**: Whatever your programmed to be full range of alignments.

**Size**: Your factory built you to snuff your height is 6 feet even Your size is medium.

**Speed**: Your base walking speed is 25 feet.

Armor Plating: You are not equipped to wear normal armor you must get your chassis modified to increase your AC . Your starting AC is 16. (Works the same as armor.)

Modding: You can be fully modified ranging from weapons you use to your paint job. (Ask DM for mod approval)

Starting Equipment: 1 pistol (Of your choose excluding the Alien Blaster). Your arm (Str weapon 1d6)

DMG immunities: You are immune to poison and radiation damage

**Body Hit Points:**

Head: 75

Chassis: 125

Left Arm: 50

Right Arm: 50

Left Leg: 50

Right Leg: 50
Crowbar

**Melee Weapon** (*Simple Weapons Proficiency*)

 **Critical** | 20
 **Damage Type** | Bluedgeoning
 **Rate of Fire** |  | **Restriction** | Common, West Coast

#### Description[edit]

Crowbars are commonly found among pre-war construction sites, having once been used for their intended purpose: To help exert leverage to pry things up. Post-war, however, crowbars are typically used for their unintended purpose: To pound heads.

Prying: When this weapon is used to force a door you have advantage on the Str check
Road so far....

## 2275:

A band of wastelanders including, a man with acidic saliva, a woman who is mostly plant, and a man with gills was captured by Tony's Gang, a group of raiders intimidated by Tabitha and her night kin to gather wastelanders for them to consume.

Briefly after being awoken by Tony, the group was placed in a cage with 2 guards, not long after Tony was gone the wastelanders sprung into action grabbing the 2 guards and quickly dispatching them they stood very little chance being grappled and suffering bites from the man with the acidic saliva, one of the guards screamed as he died alerting Tony and one his goons to their escape attempt. The man with the acidic saliva loved to toy with Tony forcing him to divulge all of his secrets including his secret stash of grenades. Shortly after taking of Tony and his goons the party left making their way to Novac (home of the Dinky Dinosaur!!!) after a respite tending to their wounds the misfits hear a radio with Mr. New Vegas announcing that the Crimson Caravan company was hiring able bodies to protect and do odd jobs for them, shortly after that broadcast, a NCR recruiter came on the air informing people that the NCR is recruiting and all who wish to join need to come to the NCR embassy on the Strip. The group decided on the Crimson Caravan company.

On the way up to Freeside the group encountered the NCR in a stand-off with the faction known as the Great Khans who have taken hostages in Boulder City, the group approached Lieutenant Maxson who informs them they shouldn't be there, after offering assistance with the threat the lieutenant allows them to help giving them a couple service rifles to assist the group strategically took the Great Khans out without the hostages being injured, for the reward he gave them one of the service rifles he lent them and a bundle of caps, shortly after tending to the man with gills wounds they managed to make their way to the northern gate to Freeside.
Anime Dumpbin

Officially founded on the 14th March 2020 by SassyDino and BurningZ, Anime Dumpbin is a review panel produced to provide anime ratings to the MemeSquad community. While the primary genre covered in the Dumpbin is slice-of-life anime shows, it is not exclusive to these and briefly features other genres. As of January 2022 no entries have been added since the 14th November 2020.

## Re:LIFE

The first show to be featured in the Dumpbin was a seinen anime titled "Re:LIFE" (リライフ). The relatively short show was consumed fairly quickly, and on 14/03/2020 the reviews and ratings of the show were posted.

## Tejina Senpai

Following on from Re:LIFE, the second show featured in Anime Dumpbin was another seinen anime titled "Tejina Senpai" (手品先輩). This show was completed 28/04/2020, and recieved ratings of 10/10 from BurningZ, and 7.5/10 by SassyDino

Third to feature in Anime dumpbin was a shōnen anime titled "Kemono Michi: Rise Up!" (旗揚! けものみち). Being an isekai show, this provided a new and interesting spin on anime dumpbin, featuring a return to fantasy not experienced since the days of RWBY. The show recieved ratings of 10/10 and 7.5/10 by BurningZ and SassyDino respectively.

Heading in the complete opposite direction thematically, the fourth anime featured in the Dumpbin was a seinen pop-idol show titled "If My Favorite Pop Idol Made It to the Budokan, I Would Die" (推しが武道館いってくれたら死ぬ). Its slightly lackluster plot was held up by entertaining characters and "absolutely boppin" songs earned it scores of 10/10 by BurningZ, 8/10 by SassyDino, and a guest judge xDaNnY0 granting a score of 8.5/10 for the few episodes he sat in on.
10MM Smg

**10mm Submachine-gun (10mm variant). A medium-sized SMG, capable of single shot and burst mode. 10mm machine pistol** (*Personal Firearms Proficiency.*)

 **Critical** | 20/x2
 **Damage Type** | Ballistic
 **Range Increment** | 40 ft.
 **Rate of Fire** | S, A

Automatic: This gun can be fired twice for each attack action used with this weapon.
Assault Carbine

**5mm The assault carbine is a magazine-fed, compact automatic weapon with a high rate of fire and a comparatively low spread. 5mm assault rifle** (*Personal Firearms Proficiency.*)

 **Critical** | 20/x2
 **Damage Type** | Ballistic
 **Range Increment** | 80 ft.
 **Rate of Fire** | S,A

Automatic: This gun can be fired twice for each attack action used with this weapon.
Junkie

1d6

**Weapons:** Pistols, and Melee weapons

**Tools:** Bobby Pins

**Saving Throws: Endurance, Perception**

**Skills:**Choose two skills from Acrobatics, Athletics, Insight , Perception, Stealth, Medicine, Sleight of Hand, and Scavenging

### Equipment Edit

* Rags
* (a) 1 Pistol (b) 1 Melee weapon of your choice
* 1 Stimpak and 15 rounds of ammunition, and 4 chems of your choice (with the exception of Rocket)
* 15 Caps
Double-Barrel Shotgun

**12 gauge shell A powerful, destructive shotgun that packs a devastating punch, but has less range . 12 gauge shotgun** (*Personal Firearms Proficiency.*)

 **Critical** | 50/x2
 **Damage Type** | Ballistic
 **Range Increment** | 10 ft.
 **Rate of Fire** | Single

Loading: This gun takes an action to reload

Spread: This gun fires in a 15 foot spread, the victim makes a Dexterity saving throw if passed takes half damage.
Mr Handy

**Ability Score Increase**: Your Intellegence increases by 2, Dexterity by 1

**Age**: You are a robot be boop you live until your systems just cant do it anymore.

**Alignment**: Whatever your programmed to be full range of alignments.

**Size**: Your factory built you to snuff your height is 6 feet even Your size is medium.

**Speed**: Your base walking speed is 30 feet.

Armor Plating: You are not equipped to wear normal armor you must get your chassis modified to increase your AC . Your starting AC is 14. (Works the same as armor.)

Modding: You can be fully modified ranging from weapons you use to your paint job. (Ask DM for mod approval)

Starting Equipment: 1 Flamer. Buzz Saw (Dex Weapon + 1d6)

DMG immunities: You are immune to poison and radiation damage

**Body Hit Points:**

Eye Stalks: 50

Chassis: 75

Arm 1: 45

Arm 2: 45

Arm 3: 45
Rocket

**Rocket** *Price:* 120;  *DC:* 30

I**ntended Effect:**

**Immediate - +4 Dex and Perception.**

Duration: **1 day**.

**Overdose: If more than 2 doses are taken at a time (Including any other jet based drug), they suffer 4d6 Constitution damage.**

Addiction: Using this item can cause the user to become addicted to it Percentile roll (DC is 15 (+5 gets added for everytime this substance is used within 24 hrs.

See Addiction for penalties.
Firearms

### Pistols/Revolvers

.22 Pistol

9mm Beretta

10MM Pistol

Browning Pistol

.45 Auto Pistol

.44 Magnum

.357 Magnum Revolver

Colt .45

### Rifles

Anti-Material Rifle

Assault Carbine

Brush Gun

Cowboy Repeater

Light Machine Gun

M1 Garand

Hunting Rifle

Trail Carbine

Varmint Rifle

Marksman Carbine

### SMGS

Grease Gun

9MM Smg

10MM Smg

### Shotguns

Double-Barrel Shotgun

Hunting Shotgun

Pump Action Shotgun
Flamer

**Flamer Fuel 5/shot Handgun** (*Exotic Firearms Proficiency (Energy Weapons)*)

 **Damage Type** | Fire
 **Range Increment** | See Below
 **Rate of Fire** | Single

Hits in a 15-foot cone in front of the user.

Victim take a additional 1d4 damage until a DC 10 Dex save is made to be put out, Also an ally can use their action to make the save to put them out.
Mini Gun

**7.62×51mm NATO/ .308 The minigun is a belt-fed, automatic weapon with a high rate of fire and a comparatively moderate spread. Minigun** (*advanced firearms proficiency*)

 **Critical** | 20/x2
 **Damage Type** | Ballistic
 **Range Increment** | 1,500 yrds.
 **Rate of Fire** | A/6 a turn

Spin Up: This weapon can be very intimidating, When spinning up this weapon it can be used to give you or an ally advantage on their intimidation check.

Automatic: This gun can be fired twice for each attack action used with this weapon.
Human

It’s hard to make generalizations about humans, but your human character has these traits.

**S.P.E.C.I.A.L Score Increase**: Your S.P.E.C.I.A.L Scores each increase by 1.

**Age**: Humans reach Adulthood in their late teens and live less than a century.

**Alignment**: Humans tend toward no particular Alignment. The best and the worst are found among them.

**Size**: Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

**Speed**: Your base walking speed is 30 feet.

**Body Hit Points:**

Head: 75

Torso: 100

Left Arm: 50

Right Arm: 50

Left Leg: 50

Right Leg: 50
EMP Grenade

**Thrown Explosive Grenade**

 **Size** | Tiny
 **Range Increment** | 15 ft.
 **Purchase DC** | 6

Explosive: This weapon is explosive duh. Deals damage in a 10 foot radius the victim makes a Dexterity saving throw if passed takes half damage

EMP: This weapon only affects Robotics or Electronics, This weapon automattically deals crit damage if attack roll is a pass.
Super Mutant

Ability Score Increase: Your Strength increases by 2 and Endurance by 1 but -2 to Intellegence

Age: Super Mutants never age just get more experienced

Alignment: Super mutants tend toward Evil Alignment. but they can be Good.

Size: Super Mutants are very tall and built 7-8 feet tall. Regardless of your position in that range, your size is Large.

Speed: Your base walking speed is 25 feet.

Raditation Immune: You suffer no effects from radiation.

**Body Hit Points:**

Head: 100

Torso: 150

Left Arm: 75

Right Arm: 75

Left Leg: 75

Right Leg: 75
Rad-x

**Rad Away** *Price:* 3 TU/30 Caps; *Parts DC:*25;

**Intended Effect:**

**Immediate - Reduce the level of Radiation exposure by two levels. For instant a character in a Moderately irradiated area would be effectively in a Weakly irradiated area.**

Duration: **10 minutes**

**Overdose: Another does within 60 minutes after the initial does wears off is one step less effective. For instance the same character in a Moderately irradiated area would effectively be in a lightly irradiated area. Another does within the same 60 minutes after the initial does is ineffective.**

Withdrawal Effects: **N/A**
Laser Pistol

**SEC 1/shot Handgun** (*Personal Firearms Proficiency*)

 **Critical** | 19-20
 **Damage Type** | Energy
 **Range Increment** | 50 feet
 **Rate of Fire** | S, A

### **Craft/Repair**

* **Craft:** *(Parts DC: 50; Parts Used: 20; Craft DC 35; Time: 60h)* The AEP7 laser pistol can be crafted at a Weapon Crafting Table with a Craft (mechanical) skill check if the crafter possesses the schematics for it.

* **Repair:** *(Parts DC: 40; Parts Used: 10; Repair DC 25; Time: 10h)* A AEP7 laser pistol can be repaired with mechanical parts with a Repair check. Alternatively, another AEP7 laser pistol can be used in place of parts (a Repair check is still required). This gun is affected by the Jury Rigging feat, and as such can use other laser weapons for parts if the feat is possessed
Ghoul

Welcome to your new reality, you have suffered enough radiation to become a ghoul.

**Ability Score Increase**: Your Constitution increases by 2, and Wisdom by 1, but your Charisma is lowered by 2.

**Age**: Ghouls aged as humans until the point they became a ghoul, They typically live forever unless killed. It is also to mention that over time and long exposure to radiation will cause a ghoul to become feral.

**Alignment**: Ghouls tend toward no particular Alignment. The best and the worst are found among them.

**Size**: Ghouls vary widely in height but tend to be on the Skinnier side due to the decay of their flesh, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

**Speed**: Your base walking speed is 30 feet.

**Body Hit Points:**

Head: 75

Torso: 100

Left Arm: 50

Right Arm: 50

Left Leg: 50

Right Leg: 50
Pump Action Shotgun

**12 gauge shell Found everywhere, the 12 gauge pump is a popular means of self-defense due to its wide area of effect and large ammunition capacity. 12 gauge shotgun** (*Personal Firearms Proficiency.*)

 **Critical** | 20/x2
 **Damage Type** | Ballistic
 **Range Increment** | 20 ft.
 **Rate of Fire** | Single

Loading: This gun takes an action to reload

Spread: This gun fires in a 15 foot spread, the victim makes a Dexterity saving throw if passed takes half damage.
Super Stimpak

**Super Stimpak** *Price:* 22 TU/225 Caps;  *Weight:* 1 lb.

**Intended Effect:**

**Immediate - +1d20 HP**

**Duration: N/A**

Overdose: If more than **3** doses are taken within **1** hour, the user becomes Nauseated for 1d4 hours.

*Super Stimpak is a more advanced version of the regular Stimpak. While it heals more severe wounds, it also has unpleasant side effects.*
Bumper Sword

**A massive, mighty blade crafted from the bumper of a broken automobile. Very popular among Super Mutants, this fearsome weapon can slice a human-being right in half. Melee.** (*Simple Weapon Proficiency.*)

 **Critical** | 20/x4
 **Damage Type** | Piercing/Slashing
 **Rate of Fire** |  | **Restriction** | This blade cannot be wielded by characters with an STR of less than 15.
Violet

Violet was born near Vault 22. She spent her childhood exploring the wilderness around her home until one day she discovered the entrance to Vault 22. Upon going inside she felt ill immediately, but her curiosity won out so she continued exploring. Though before long she began hearing strange sounds coming from the vents causing her to turn tail and run back home where upon arriving she immediately collapsed.

Her parents took her to the Followers of the Apocalypse stationed in the Old Mormon Fort in Freeside not knowing where else to turn after every other remedy they knew provided no relief. There she was ill for several weeks before her fever suddenly broke. By the time she awoke all of her hair had fallen out and her skin had started to turn a sickly green. Fearing a severe and extended illness her parents surrendered her in to the care of The Followers. It was not before vines began to grow in to replace her hair and her skin tone evened out. She also came to realize that she felt much more hale and hearty if she was able to be out in the sun for extended time.

Upon her recovery she decided to remain with the Followers of the Apocalypse. There she studied science and wanted to pursue research into purifying water and her condition, when ever there was time. Though she did eventually discover that the spores in Vault 22 had turned her into some type of plant.
City of Texas

**Texas** is one of three minor cities within the Antarctic State. It is the smallest of the three by area, designated a "minor" city by the Department of Infrastructure due to its total area falling below 5,000 square miles (12,950 sq. km).

## Naming

The name "Texas" was taken from the state of Texas, which was the second largest part of the now-dissolved United States of America.

## History

Texas was naturally formed around the Herrnardy CMB (Cyberian Military Base), which was primarily as something of a forward operating base (FOB) for the Antarctic Peninsula. Coinciding with the formation of Herrnardy, it was also made the hub for six resource mines.

## Economy

Herrnardy and subsequently Texas has access to about the most variety of raw in-ground resources compared to other cities and military bases, which has made it especially important in that it brings in some of the less common elements natural in the Antarctic ground.

### Agriculture

To an extent, Texas is able to grow and harvest crops on its own through various means. In addition to this, Texas keeps a large stock of indefinitely storable rations supplied to it by the Department of Agriculture for emergencies. As a supplementary measure, the Department of Agriculture further supplies Texas with otherwise perishable foods.

## Points of Interest

### Herrnardy CMB

Due to its opportune location, the central military base in the city of Texas, Herrnardy CMB, has found itself having been made the base of operations for the Department of Foreign Affairs.
Legionnaire

Hit Die: 1d10 per level

**Weapons:** Pistols, Rifles, and Melee

**Tools:**

**Saving Throws:**Agility, Strength

**Skills:**Choose two skills from Acrobatics, Athletics, History, Medicine, Perception, Intimidation, Stealth, and Deception

### Equipment

* Legion light armor
* (a) 1 Rifle and Pistol (b) 1 Melee weapon and Throwing Spears
* 2 Stimpak, 1 Healing Powder (a) 30 rounds of ammunition (b) 5 Throwing Spears
* 50 Caps and 50 Legion Denarius
Hunting Shotgun

**12 gauge shell A 12 gauge pump shotgun specially designed for hunting big game and wildlife. It has superior range and ammo capacity to the normal shotgun. 12 gauge shotgun** (*Personal Firearms Proficiency.*)

 **Critical** | 20/x2
 **Damage Type** | Ballistic
 **Range Increment** | 30 ft.
 **Rate of Fire** | Single

Loading: This gun takes an action to reload

Spread: This gun fires in a 15 foot spread, the victim makes a Dexterity saving throw if passed takes half damage.
Trail Carbine

**.44 magnum A decent all-around weapon firing .44 magnum rounds. This gun is widely used throughout the wasteland due to its high damage and relatively low cost, as well as its durability and resilience. .44 magnum lever-action rifle** (*Personal Firearms Proficiency.*)

 **Critical** | 20/x2
 **Damage Type** | Ballistic
 **Range Increment** | 100 ft.
 **Rate of Fire** | S
Anti-Material Rifle

**.50 MG This weapon is a bolt-action .50 caliber rifle that is designed for use against military equipment (or "materiel" in military language). .50 MG sniper rifle** (*Personal Firearms Proficiency.*)

 **Critical** | 20/x3
 **Damage Type** | Ballistic
 **Range Increment** | 150 ft.
 **Rate of Fire** | S
Ultra Stimpak

**Ultra Stimpak** *Price:* 30 TU/300 Caps; *Craft(Pharmaceutical) DC:* 30; *Fort DC:* N/A; *Recovery Save Amount:* N/A; *Weight:* 1 lb.

Intended Effect:

**Immediate - +6d6 HP**

Overdose: If more than 3 doses are taken within 1 hour, the user becomes Nauseated for 1d6 hours.

*Ultra Stimpak is an advanced version of Super Stimpak and a highly powerful healing chem.*
Hunter

1d8

**Weapons:** Rifles, Shotguns, and Melee weapons

**Tools:**

**Saving Throws: Perception**, Endurance

**Skills:**Choose two skills from Acrobatics, Athletics, History, Insight , Perception, Science, Stealth, and Medicine

### Equipment Edit

* Light Armor
* (a) Rifle and a Melee weapon (b) Shotgun and Melee weapon
* 2 Stimpak and 40 rounds of ammunition
* 50 Caps
Jet

**Jet** *Price:* 25 caps

**Immediate - +2 Dex, +2 Perception**

Duration: 10 minutes.

**Overdose: If more than 2 doses are taken within 30 minutes, the user becomes Unconscious for 1d4 hours.**

Addiction: Using this item can cause the user to become addicted to it Percentile roll (DC is 15 (+5 gets added for everytime this substance is used within 24 hrs.

See Addiction for penalties.
Vendor

These are the items that can be bought and sold, depending on your reputation with the vendor, condition of the item, and your diplomacy prices will vary.

Also each item will have a availability to determine how rare that item is:

Common

Uncommon

Rare

Extremely Rare

## Energy Pistols

Energy Weapons use Half INT instead of Dex to Hit

## Energy Rifles

Energy Weapons use Half INT instead of Dex to Hit
Med-x

Med-X Price: 30 Caps; Craft(Pharmaceutical) DC: 15

**Intended Effect: Immediate- Take half damage on attacks from melee or ranged**

 Duration: 1 **minute**

**Overdose: If more than 3 doses are taken within 1 hour, the user becomes Fatigued for 1d4 hours.**

Addiction: Using this item can cause the user to become addicted to it Percentile roll (DC is 15 (+5 gets added for everytime this substance is used within 24 hrs.

See Addiction for penalties.
Jethro Tull

Jethro Tull spent his early years wandering from settlement to settlement with his uncle Johnny. His uncle was a grifter and a conman, and he was obsessed with building up enough of a nest egg to hit the New Vegas strip full force. One day while heading up north, Johnny decided to stop into Novac for the night. As they slept in their rooms, a half-starved, drugged out raider snuck into their room, slit Johnny's throat, and took everything they owned.

Jethro woke up and was horrified to see his murdered uncle in the bed across from him. He began screaming for what seemed like eternity until a woman came in and slapped him across his face. That woman was Jeannie Crawford, and she saved his life. She gave Jethro odd jobs to do around Novac and let him stay in his own room. Over the years, Jethro talked to all sorts of folks passing through, and he picked up a large number of skills. However, it was Doc Pilkinson that really changed Jethro's life. He stopped in one day and ended up staying in Novac for three years, tending to the wounded of the travelers there. During that whole time, Jethro was by his side, studying everything that Pilkinson would teach him.

Life in Novac was good and simple, but Jethro felt the call of adventure stir within him. He packed up his medical supplies and headed off to the nearest NCR recruiting station, and he was brought into their forces as a medic. It only took two years before Jethro was completely disillusioned by the soldiering life. He saw too much senseless death, and he couldn't stand to be a part of it any longer. He quietly quit the NCR and moved back to Novac to serve as their in-house doctor, with the help of his new, incompetent protege Ada Straus.
Powerfist

**SEC 1/shot Unarmed** (*Simple Weapons Proficiency*)

 **Damage Type** | Bludgeoning
 **Rate of Fire** |  | **Restriction** | Rare, West Coast

## Contents

#### Description

The Big Frigger power fist from BeatCo uses small energy cells to power a kinetic damage emission device, dealing damage in a similar manner to the Super Sledge.
Mark Bronson

## Background

Mark Bronson was an adult male from a non-descriptive location in the United Kingdom. He was created by BurningZ as an alter ego to use on social media. On the 26th of August 2022, the twitter account @BurningZ122, which hosted Mark Bronson was permanently suspended for "Threatening and/or promoting violence in violation of the Twitter Terms of Service", thus killing Mark Bronson instantly.

## Powers and Stats

**Tier:** 10-A

**Name:** Mark Bronson

**Origin:** BurningZ

**Gender:** Male

**Age:** 26 (As of Death)

**Classification:** Human

### Powers & Abilities:

**Attack Potency: Street Level**

**Speed: Average Human**

**Striking Strength: Average Human**

**Durability: Average Human**

**Stamina: Average Human**

**Range: Average Human**
Addiction

Addiction: If the user goes without this substance once addicted for 24hrs will start suffering withdrawls, First Stage: Nausea for 1d8 hours

Second Stage: You gain one level of exhaustion

Third Stage: The character must immediately take a long rest.

Fourth Stage: The characters speed it reduced by half.

Fifth Stage: The character is cured of his/her addiction.

The character can also choose to seek out medical aid for their addiction, in which they can seek out a doctor and pay caps in order to be cured.
Twamers

> "*Why you always serious?*"
> ― Twamers
>
>

Twamers (Also known as Kane, Twams, TwammyWams, Troggers) is a retired Minecraft YouTuber and one of the 8 Founders of Memesquad

 He joined Memesquad in August 2016 where he made Garry's Mod and Minecraft videos with other members, most notably, Volteripal.

Kane witnessed the Great Migration from Skype to Discord (February 2017), and was one of the first to join the Official Memesquad Discord Server.

## Background

Twamers first joined YouTube in 2010 as "legobatmanstudio." He uploaded regular Minecraft, Elder Scrolls videos with Creppekiller, Lemon Mcgee & xMat7x. One of legobatmanstudio's most popular videos was "Little Big Planet 2 How to Do pod Glitch", which accumulated over 100k views

Kane dropped legobatmanstudio in 2012 after creating many other channels such as: Skeletorier, MrPiggyMinecraft, FalloutDud3, Zer0PlaysMinecraft & xShadowViper1. (Many more might have been created, but forgotten). All these channels were made in 2013 and were all deleted after a few months.

Legobatmanstudio is the only channel that remains, somewhat, to this day.

At the dawn of 2014, Kane disappeared from YouTube indefinitely.

## Return

in April 2016, on his birthday (20th) Kane emerged from the shadows and returned to YouTube under a new name -- KaneF.

## The Death of Twamers

In September of 2019, Twamers officially ended his YouTube career by privatising all of his remaining videos. It is unclear if Twamers will return at this point.
Missile Launcher

**Size** | Large
 **Range Increment** | 80 ft.
 **Purchase DC** | 24/TU 240/caps (for platform)

Loading: This gun takes an action to reload

Explosive: This weapon is explosive duh. Deals damage in a 10 foot radius the victim makes a Dexterity saving throw if passed takes half damage

Heavy: User must have a Strength of 15 or higher to wield this weapon without disadvantage.
Août 2001

Le mois d'*Août* 2001 est le premier mois de la saison 2001-2002 des Guignols De L'Info. Ce mois se compose de 5 JTs et est principalement marqué par la révélation des photographies de Jacques Chirac nu au fort de Brégançon.

*Le texte suivant contient des spoilers, car oui, on peut se faire spoiler un JT. Les extraits présents dans le best-of annuel sont indiqués **en gras**.*

## Semaine 1

#### Anecdotes:

•Première apparition d'Alain Lipietz.

•En raison de la diffusion de Burger Quiz après l'émission, PPD conclut par "Allez a'tchao bon quiz!".
Mentats

**Mentats** *Price:* 30 Caps; ; *Weight:* 1lb.

**Intended Effect:**

**Berry Mentats Immediate +2 Intelligence for 10 minutes**
Grape Mentats Immediate +2 Charisma for 8 minutes

Orange Mentats Immediate +2 to Perception tests for 10 minutes

Party Time Mentats +2 Int, Cha and Perception for 5 minutes

***Overdose: If more than 3 doses are taken within 1 hour, the user becomes suffers disadvantage on perception checks and -3 to Intelligence for 1d4 hours***

Addiction: Using this item can cause the user to become addicted to it Percentile roll (DC is 15 (+5 gets added for everytime this substance is used within 24 hrs.

See Addiction for penalties.