recursal/Fanatic-Fandom huggingface dataset:
Brawler

*Brawlers are thugs...pure and simple. They may not be the biggest or the strongest, but they are undoubtedly scrappy. A brawler might have been a bouncer. Their talents are less about martial discipline and more about using brute strength to manhandle opponents. They generally prefer avoiding weapons outside of those attached to them.*

### Proficiencies

You have proficiency with all melee weapons and with unarmed strikes.

### Ham Hands

Beginning when you choose this archetype at 1st level, you can use both hands when grappling a target your size or smaller to have advantage on all rolls related to the grapple.

### Head-Butt

Starting at 2nd level, while grappling a creature your size or smaller, you can inflict 1d6 damage per character level on the target as a bonus action.

### Head Slam

At 5th level, if you have one grappled creature in each hand, you can use a bonus action and make an unarmed melee attack against each target. A hit deals 2d6 + your Strength modifier damage to each target.

### Bear Hug

Starting at 7th level, when grappling a target your size or smaller with two hands, you may attempt a bear hug. Make an unarmed strike as your action (or one of your attacks). A hit inflicts 2d6 + your Strength modifier damage.

### Neck Snap

Starting at 10th level, if you make an unarmed strike against a target you are grappling, you score a critical hit on a natural roll of 19 or 20.
Minerai de diamant

## Obtention

Ceci peut être obtenu en utilisant une pioche en fer. Bien qu'il soit très difficile d'en trouver. Il est connu d'avoir au moins 1 diamant par morceau (ce qui correspond à une zone de 16x16) Dans la version 1.0, les minerais de diamant ne peuvent être trouvés que sur Horas, les spawns de diamants ne sont plus aussi rares qu'avant.
Evolved Human

**Evolved Humans**, or simply **Evos**, are a newly emerging subset of humans. Created from Baselines, Evos undergo what is referred to as mutagenesis, gaining hypernatural abilities as a result. While still relatively new to the world, to those who know about them, Evos are seen as a natural evolution of humanity, in contrast to Augments, and believe that their advent will change the world; for better or worse is yet to be determined.

## Features

* ***Ability Score Increase.*** Your ability scores each increase by 1.
* ***Age.*** The maximum lifespan of Evos remains a mystery due to their recent creation; it has been theorized the average Evo will live much longer than baseline humans, possibly exceeding 180 years.
* ***Alignment.*** Evos don’t naturally adhere to any alignment, or even to the concept of alignment.
* ***Languages.*** You can speak, read, and write in your native language and one additional language of your choice.
* ***Size.*** Like humans, Evos vary widely in height and build. Nutrition, genetics, and sex all play factors. Nevertheless, your size is medium.
* ***Speed.*** Your base walking speed is 35 feet.
* ***Genetic Benefit.*** Select or roll for four genetic benefits from the table.
Talos

Talos is another is a medium sized Troodontid in Dinosaur World Mobile. It is weaker but faster than Deinonychus.

## Contents

* 1Contents
* 2Paleontology
* 3In-game
* 4Pros & Cons
	+ 4.1Pros
	+ 4.2Cons
* 5Trivia

## Paleontology

***Talos sampsoni*** is an extinct genus of carnivorous bird-like theropod dinosaur, an advanced troodontid which lived during the late Cretaceous period (late Campanian, about 75.95 Ma) in what is now Utah, United States.

## In-game

Talos is a fast yet fragile dinosaur who can pounce on other dinosaurs. It’s speed is it’s main advantage other other dinosaurs.

## Pros & Cons

### Pros

-Fast

-Can pounce

-Medium healing factor

-Small.

### Cons

-weak

-Deinonychus is better
Utahraptor

Utahraptor is the largest dromaeosaur at 7 meters, The Utahraptor was originally going to be in Dinosaur World Mobile, but for some reason The\_Immortal scrapped it. That all would change if this was added back to the game! It would be a very shocking occurrence for most players in the game.

## Contents

* 1Contents
* 2Paleontology
* 3In-game
* 4Pros & Cons
	+ 4.1Pros
	+ 4.2Cons
* 5Trivia

## Paleontology

***Utahraptor*** (meaning "Utah thief") is an extinct genus of carnivorous dromaeosaurid from the Barremian stage of the Early Cretaceous, living in what is now North America. Related to *Deinonychus* and *Velociraptor*, *Utahraptor* is the largest dromaeosaur known to science. *Utahraptor* is also a member of the Dromaeosaurinae, a group of dromaeosaurids that relied heavily on their jaws to kill their prey. Utahraptor was closely related to Dromaeosaurus, Achillobator, and Dakotaraptor among others based on cladistic analysis.

## In-game

Utahraptor is powerful for its size, being strong enough to kill tier 2 dinosaurs. This dinosaur is still pretty weak for a tier 5, getting clapped by most tier 3 and up.

## Pros & Cons

### Pros

-has pounce ability

-op for a dinosaur of it’s size

-fast

-can kill dinosaurs like Alectrosaurus with ease

### Cons

-long reload time

-slowest Raptor

-still weak for a tier 5
Archetypes

* Action Hero
* Anti-Hero
* Authority
* Brawler
* Brother In Arms
* Cleaner
* Country Gunman
* Diplomat
* Driver
* Field Machinist
* Field Medic
* Grand Master
* Gun Dancer
* Infantry Support Specialist
* Machine of War
* Man-At-Arms
* Militarist
* Pathfinder
* Pistolero
* Recon Intelligence
* Ring Fighter
* Sapper
* Selfless Protector
* Skirmisher
* Suave
Autonica Corporation

The **Autonica Corporation** was an american multinational corporation that pioneered the use of automation and self-improving software algorithms in robotics manufacturing, constructing and patenting massive factories known as autoniums. Promising to bring about an economic golden age, the facilities were installed in locations all over the world.

In time, however, the autoniums began to malfunction, and analysts determined that their growth and output would never be able to meet corporate projections. Investigations followed, uncovering evidence of corporate fraud and leading to the forcible dissolution of the Autonica Corporation and the deactivation and dismantling of the autoniums.

The defunct autoniums later seemingly reactivated themselves, however, and launched a military campaign against humanity in a worldwide conflict that would come to be known as the Auton Wars.
Titanovenator

Titanovenator is one of the most powerful researchable carnivores in Dinosaur World Mobile.

## Contents

* 1Contents
* 2Paleontology
* 3In-game
* 4Pros & Cons
	+ 4.1Pros
	+ 4.2Cons
* 5Trivia

## Paleontology

“***Titanovenator kenyanensis***“ (meaning "Kenyan titan hunter"), as it has been unofficially dubbed, has so far only been featured in a brief abstract by Sertich *et al.* that was presented at the 73rd annual meeting of the Society of Vertebrate Paleontology in 2013. According to the abstract, *“Titanovenator”* is known from fragmentary cranial and postcranial remains. These fossils have been recovered from the Maastrichtian Lapurr (alternatively spelled Lapur or Lubur) Sandstone of Kenya. Sertich *et al.*claimed a 11-12 meter estimate for *“Titanovenator”*, which would make it by far the largest abelisaur ever discovered. Unfortunately, they fail to describe exactly how these estimates were reached. The limited information on *“Titanovenator”* makes such large size calculations dubious. Until a full analysis of the material is published, *“Titanovenator”* will remain an indeterminate abelisaurid.

## In-game

Titanovenator is a Tier 5 Abelisaur and one of the strongest free carnivores that live on land in *Dinosaur World Mobile*, It can tie with Zhuchengtyrannus and Acrocanthosaurus. It can send Mapusaurus, Tyrannosaurus, Spinosaurus, Sarcosuchus and Triceratops to critical health. It can, however be killed with ease by Diplodocus, Camarasaurus, Ankylosaurus, Giraffatitan, and Carcharodontosaurus.

## Pros & Cons

### Pros

-Decent speed

-Good attack

-Can hunt tier 4 dinosaurs like Daspletosaurus

### Cons

-Can still be outran by many dinosaurs

-gets clapped by apexes
Drone

**Class-III Synthetics**, commonly called **Drones**, are a class of robots constructed specifically to perform a variety of menial tasks; such as construction, lifting, maintenance, mining, sanitation, and transportation. Because drones are utilized for a breadth of tasks, they can come in various shapes and sizes to better serve their purpose.

## Features

* ***Ability Score Increase.*** Your one ability score increases by 2, and two other ability scores of your choice each increase by 1.
* ***Age**.* Drones do not age, as they are constructs, and live as long as their bodies are not destroyed.
* ***Alignment.*** Drones are originally programmed to lean toward law and neutrality. But some have absorbed the morality – or lack thereof – of the beings they served.
* ***Languages.*** You were programmed to speak, read, and write one language.
* ***Size.*** Drones are built in various sizes to better serve their purpose. Your size is either Small or Medium (your choice).
* ***Speed.*** Your base walking speed is 30 feet. If your size is small, you also gain a flying speed equal to your walking speed.
* ***Creature Type.*** You are a Construct.
* ***Specialized Design.*** You gain two tool proficiencies of your choice.
* ***Built for Success.*** You can add a d4 to one attack roll, ability check, or saving throw you make, and you can do so after seeing the d20 but before the effects of the roll are resolved. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
* ***Armor Integration.*** You can not wear armor, but you can have the armor professionally integrated into your chassis over the course of a long rest. This work must be done by someone with proficiency in Intelligence (Engineering). You must be proficient in the armor type in order to have it integrated.

* ***Rest Mode.*** When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping to recharge. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
* ***Repair Matrix.*** As a construct, you have internal repair programs to assist with your longevity. You can expend one or more Hit Dice as an Action.
* ***Synthetic Construct.*** As a synthetic creature you gain the benefits and detriments of not being composed of biological material. Your creature type is synthetic and you cannot be the target of any ability, item, or feature that indicates an organic target. You gain the following:
	+ You are immune to psychic and poison damage
	+ You are immune to disease and the poisoned condition
	+ You are vulnerable to lightning damage.
	+ Being stabilized requires a successful DC 10 Intelligence (Engineering) or Intelligence (Electronics) check instead of Wisdom (Medicine).
	+ You do not need to eat, drink, or breathe.
	+ You do not need to sleep.
Protagonist Traits

### Biting Taunt

You are able to scream an obscenity that is shockingly personal and vile to your opponent. As an action, you can target an enemy that can hear and understand you. It makes a Charisma saving throw. If the target fails, it has disadvantage on attack rolls and ability checks until the beginning of your next turn. A target that succeeds on the DC has advantage on additional saving throws against this effect until you finish a long rest.

### Charmer

You know how to be quite charming. As an action, you can attempt to talk to someone who can understand what you say. It makes a Charisma saving throw, and does so with advantage if you or your companions are fighting it. If the target fails, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter. The trait also ends if you or your companions do anything harmful to the target. If the target succeeds the Charisma check, you cannot use *Charmer* against the same target until you finish a long rest.

### Faceman

It’s all about the personality. Select one Intelligence, Wisdom, or Charisma skill or one item proficiency. As an action, double your proficiency bonus with the next check made with that skill or item.

### Iceman

If you suffer a critical hit, you regain 1 lost Hit Die

### Know the Signs

You have advantage against any Charisma and Wisdom saving throws.

### Mind Twist

More so than insulting a target, you say something so bizarre, or perhaps amazingly insightful, that the target is forced to stop and think it over. As an action, you can target an enemy that can hear and understand you. It makes a Charisma saving throw. If the target fails, it is stunned until the beginning of your next turn. If the target makes the saving throw, you cannot use *Mind Twist* against the same target until you finish a long rest.

### Poker Face

You are immune to being frightened or charmed. Additionally, all allies that can see you have advantage against being frightened or charmed as well.

### Polyglot

You learn three additional languages. You also learn one additional language every three levels from now on.

### Possible Sociopath

You have resistance to psychic damage, as well as having advantage on saving throws against any effect that would sense your emotions or read your thoughts.

### Veneer

A disguise kit is only the beginning; outside of clothing and make-up, you can now alter your voice and mannerisms. You can also mimic specific people. If attempting a generic person, the disguise is near flawless (you have advantage on the disguise kit). Regardless if you are mimicking a specific or generic person, if your ability check to create a visual disguise is less than your Charisma saving throw DC, you can use that instead.
Elemental Control

### Careful Power

When you cast an elemental power that forces other creatures to make a saving throw, you can protect some of those creatures from the power's full force. To do so, you expend 1 energy point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the power.

### Distant Power

When you cast an elemental power that has a range of 5 feet or greater, you can expend 1 energy point to double the range of the power.

When you cast the power that has a range of touch, you can expend 1 energy point to make the range of the power 30 feet.

### Empowered Power

When you roll damage for an elemental power, you can expend 1 energy point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Power even if you have already used a different Elemental Control option during the activation of the power.

### Extended Power

When you cast an elemental power that has a duration of 1 minute or longer, you can expend 1 energy point to double its duration, to a maximum duration of 24 hours.

### Heightened Power

When you cast an elemental power that forces a creature to make a saving throw to resist its effects, you can expend 3 energy points to give one target of the power disadvantage on its first saving throw made against the power.

### Seeking Power

If you make an attack roll for an elemental power and miss, you can expend 2 energy points to reroll the d20, and you must use the new roll.

You can use Seeking Power even if you have already used a different Elemental Control option during the activation of the power.

### Various Power

When you cast an elemental power that targets only one creature and doesn’t have a range of self, you can expend a number of energy points equal to your Charisma modifier (minimum of one) to target an additional creature in range with the same power.

### Quickened Power

When you cast an elemental power that has a activation time of 1 action, you can expend 2 energy points to change the activation time to 1 bonus action for this casting.
Suave

*You are debonair and charming, using your natural gifts to get you into areas keys never could. You talk, walk, and sway your way with a talent you’ve perfected years before ever holding a firearm.*

### Proficiencies

You are proficient in the Deception, Insight, Perception, and Persuasion skills.

### It's The Clothes

Beginning when you choose this archetype at 1st level, if wearing no armor, you double your proficiency bonus with Charisma (Deception) and Charisma (Persuasion) checks. You also gain a +1 bonus to attack rolls.

### Shaken, Not Stirred

Starting at 2nd level, while wearing no armor, you have advantage on all saving throws.

### Spilled Drink

At 5th level, if you fail any skill or tool check, you have advantage on attack rolls until the end of your next turn.

### Surreptitious Walk

Starting at 7th level, select one creature you can see; you can spend your action to have advantage on your next Wisdom or Charisma skill check against the target. You can use this ability twice before being required to finish a long rest. If your skill check fails, this ability is not expended.

### Mesmer Stare

Starting at 10th level, you can triple your proficiency bonus to your next Charisma skill check. Once you use this ability, you cannot use it again until you finish a long rest. If your skill check fails, this ability is not expended.
Man-At-Arms

*You are a professional soldier. You've been so since the moment you picked up a weapon. The only thing you can depend on is your firearm. By the end of the day, it is the most reliable friend you have. Having ventured into the wasteland outsiders call home, you dedicate most of your time ensuring your weapon does not break or jam. War is all you know, and you're good at it.*

### Proficiencies

You have proficiency with all armor, small arms, heavy weapons, and super heavy weapons.

### This Is My Rifle

Beginning when you choose this archetype at 1st level, select one specific firearm. You gain a +1 bonus to attack rolls and do not suffer disadvantage on attack rolls when prone with your chosen weapon. This is your chosen weapon for all man-at-arms abilities. When reaching a new level, you may select a different weapon.

### My Weapon Is My Best Friend

Starting at 2nd level, you can change a clip, magazine, or a cell on your chosen weapon without taking an action. Once you use this feature, you cannot use it again until you finish a short or long rest.

### Fire My Weapon True

At 5th level, once per turn, if you have advantage on your ranged attack with your chosen weapon and both rolls hit, you are considered to have hit twice (using additional ammunition accordingly).

### We Are Masters Of Our Enemy

Starting at 7th level, once per turn, if you drop a creature to 0 hit points using a firearm, you can make a single ranged attack as part of the same action.

### Inseparable Appendage

At 10th level, your chosen weapon becomes as much a part of you as an arm. You can re-roll one natural 1 on an attack roll with that weapon—once you use this feature, you cannot use it again until you finish a short or long rest. Additionally, your chosen weapon cannot be targeted or destroyed, you cannot be disarmed of it, and you can stow your chosen weapon and draw a one-handed firearm without taking an action.
Melee Weapons

### Baton

* **Price:** $1,000
* **Damage:** 1d4 Bludgeoning
* **Range:** -
* **Properties:** Light
* **Weight:** 2lbs.

### Fireaxe

* **Price:** $5,000
* **Damage:** 1d6 Fire
* **Range:** 20/60 feet
* **Properties:** Light, Thrown
* **Weight:** 3lbs.

### Knife

* **Price:** $2,000
* **Damage:** 1d4 Piercing
* **Range:** 20/60 feet
* **Properties:** Finesse, Light, Thrown
* **Weight:** 1lbs.

### Mono-Edged Katana

* **Price:** $20,000
* **Damage:** 1d8 Slashing
* **Range:** -
* **Properties:** Finesse, Ignores Resistance
* **Weight:** 1lbs.

### Phase Shift Knife

* **Price:** $10,000
* **Damage:** 1d6 Slashing
* **Range:** -
* **Properties:** Finesse, Light
* **Weight:** 3lbs.

### Phase Shift Sword

* **Price:** $15,000
* **Damage:** 1d8 Slashing
* **Range:** -
* **Properties:** Versatile (1d10)
* **Weight:** 4lbs.

### Retractable Baton

* **Price:** $6,000
* **Damage:** 1d6 Bludgeoning
* **Range:** -
* **Properties:** Light
* **Weight:** 2lbs.

### Stun Baton

* **Price:** $7,000
* **Damage:** 1d6 Electric
* **Range:** -
* **Properties:** Light
* **Weight:** 2lbs.

On a Critical Hit, the target is stunned until the start of their next turn.

### Quarterstaff

* **Price:** $1,000
* **Damage:** 1d6 Bludgeoning
* **Range:** -
* **Properties:** Versatile (1d8)
* **Weight:** 4lbs.

### Vibro Knife

* **Price:** $10,000
* **Damage:** 1d6 Piercing
* **Range:** -
* **Properties:** Finesse, Light
* **Weight:** 1lbs.
Weapon Properties

### Arc

Deals lightning damage. On a hit, deals half of the damage dealt to 1 additional creature within 5 feet of the hit target. If there is more than one creature within 5 feet of the initial target, choose the second target randomly.

### Burst Fire

This weapon can be used to make a normal single-target attack, or can be used to target a 15-foot cone within its normal range. Each creature in the area must succeed on a Dexterity saving throw or suffer the weapon's normal damage. The DC of the saving throw is equal to 8 + your Dexterity modifier. Add your proficiency bonus to the DC if you are proficient with the weapon. This action uses 3 heat.

### Double Tap

When you make a ranged attack with this weapon, you can use your bonus action to make a second ranged attack. You do not add your ability modifier to the damage of the bonus attack, unless that modifier is negative. The second attack may be on the same or a different target.

### Hip Fire

When making a ranged attack on a target creature within 5 feet, you do not have disadvantage on the attack roll.

### Heavy

Requires a minimum Strength score of 15. Creatures with a Strength score lower than 15 have disadvantage on attack rolls with heavy weapons as its size and bulk is to cumbersome to use effectively.

### Light

A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

### Recoil

A weapon with the Recoil property generates a lot of kickback when fired. You use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

### Special

A weapon with the special property has unusual rules governing its use explained in the weapon notes. Additionally, special weapons cannot be improved by weapon mods.

### Two-Handed

This weapon requires two hands when you attack with it. Takes up 2 weapon slots.

### Vented

This weapon does not use thermal clips. Its description indicates the number of times it can be fired before overheating.
Machine of War

*Some accuse you of being a warmonger. This may be true, but the fact is that there will always be a war somewhere. Your nation or your pocketbook will always be threatened. You have found a niche and fill it well. You may even acknowledge that this journey is only taken on by someone psychotic. Most heroes are insane anyway.*

### Proficiencies

You have proficiency with melee weapons, all small firearms, heavy firearms, and super heavy firearms.

### Adrenaline Rush

Beginning when you choose this archetype at 1st level, each time you make an attack against a creature within 30 feet of you, you recover 1 hit point of damage. For every 10 hit points recovered this way, you gain one additional attack with your next Attack action (max 1 additional attack). This value is reduced to zero if you don’t make an attack within 1 minute.

### Glazed Look

Starting at 2nd level, if you are reduced to 0 hit points by a non-critical hit, you can spend a Hit Die as a reaction, but only regain half the hit points (rounded up). This prevents you from falling prone.

### Risky Maneuver

Starting at 5th level, as a free action, you can grant enemies advantage against you until the beginning of your next turn. If you do, until the beginning of your next turn, you have advantage on attack rolls and regain 2 hit points instead of 1 with Adrenaline Rush.

### You Want Some Of This

Starting at 7th level, if you are reduced to 15 hit points or less, double your proficiency bonus on attack rolls until the end of your next turn. After using this ability, you cannot use it again until you finish a short or long rest.

### Ultimate Badass

Starting at 10th level, when your hit points are reduced to half your total hit point value or less, you gain a +2 bonus to damage rolls. When your hit points are reduced to one-quarter your total hit value or less, this bonus increases to +3.
Field Medic

You specialize in the treatment of the injured during combat situations. You know when to keep your head low, but more importantly, when to rise in defiance to protect those under your care. You might have been a doctor back home and found a calling out in the wilderness. If so, your allies probably wonder why you’ve chosen this path.

### Proficiencies

You have proficiency with Wisdom (Medicine).

### A True Healer

Beginning when you choose this archetype at 1st level, you gain a bonus to Wisdom (Medicine) checks equal to half your proficiency bonus. At 10th level, you instead double your proficiency bonus to Wisdom (Medicine) checks.

### Physician Heal Thyself

Starting at 2nd level, you can spend hit dice to recover hit points as a bonus action.

### Race To The Fallen

Starting at 5th level, you can use the Disengage action as a bonus action if you move at least 10 feet directly towards a fallen ally on that same turn.

### In The Presence

Starting at 7th level, every ally within reach can take a bonus action to spend a Hit Die and recover hit points. You can use your action to double the amount rolled until the beginning of your next turn.

### No Longer Civilized

If an ally succumbs to their injuries, you can no longer be a healer. You must be a protector. Starting at 10th level, if an ally in line of sight is reduced to 0 hit points, you have advantage on attack rolls until you hit; you also gain a bonus to damage with your next hit equal to your Wisdom score.
Brother In Arms

*On the battlefield, every ally is a brother in arms. A brother in arms knows when an ally is hurt, regardless of where they are. They would never take risks that would endanger another brother’s life. They would never step out of formation, never leave a brother’s side. They must depend on their allies as their allies depend on them. If one of their own falls, nothing short of God’s finger on the battlefield will stop a brother in arms from carrying their injured out of combat.*

### Proficiencies

You are proficient with one weapon and one armor your brother in arms is proficient in. If you both select this archetype at the same time, you can both choose new items, as long as you both choose the same items.

### More Like Family

Beginning when you choose this archetype at 1st level, you can choose an ally as your brother in arms. If a creature scores a critical hit on your brother in arms, you can make a single ranged attack against the attacker as a reaction.

The number of allies you choose as your brothers in arms increases to 3 at 5th level, 4 at 7th level, and 5 at 10th level.

### Allied Support

Starting at 2nd level, you can use a bonus action and target your brother in arms in line of sight. They gain an action that must be used before the end of your turn. This does not count as a reaction for the ally.

Once you use this feature, you cannot use it again until you finish a short or long rest. You gain one additional use of Allied Support at 5th, 7th level, and 10th level before being required to finish a short or long rest.

### Army of Many

Starting at 5th level, you grant a +2 bonus to damage rolls to each brother in arms within 10 feet of you. You are granted the same bonus while within 10 feet of a brother in arms.

### Better Reflexes

Starting at 7th level, you can use the Help action on a brother in arms as a bonus action.

### Team Effort

All members of the team synchronize their actions to operate as one organism. Starting at 10th level, after rolling for initiative, you and all brothers in arms act on the highest initiative among you. You all can decide which order you act in.
Moon Fairy

## Creata

**Moon Fairy** est l'un des skins du jeu. Elle se trouve dans la section Festival uniquement de la boutique et l'un des skins à durée limitée.

Elle est également la troisième Skin à avoir un Costume. Son costume / peau échangée s'appelle Lunar Fairy.

### Effet sur le skin

#### Fée de la lune

Effets corporels : la forme du croissant de lune dérive autour d'elle.

> => Elle aura un croissant de lune, un nuage de brouillard blanc et des étincelles roses autour d'elle, avec deux lapins sur le côté de ses cheveux, émettant une lumière verte.
>
>

**Avatar** : déverrouiller l'avatar

**Empreintes** : Aucune

## Obtention

Moon Fairy peut être acheté pour 468 mini pièces. Les mini-pièces sont gagnées en achetant avec de l'argent réel, en participant à des événements et en offrant des cadeaux en tant que développeur. Puisqu'il s'agit d'un skin limité dans le temps, elle ne peut être achetée que pendant la durée d'achat limitée dans le temps.

Parfois, il y a des événements qui donneront la carte d'essai du skin pour une journée.

Son costume, Lunar Fairy, peut être acheté pour 468 mini pièces dans la version continentale pendant la durée d'achat limitée dans le temps, mais vous devez d'abord acheter le skin pour acheter ce costume. Vous réclamerez également le cadre d'avatar exclusif du costume : Skyward Smog, et le cadre sera équipé lorsque vous utiliserez le costume.

Bien qu'inédit et actuellement non achetable, Lunar Fairy a un prix de 398 Mini Coins dans la version Global.
Cleaner

*Someone hands over an image, an address, or just a name, and a Cleaner moves in quickly and quietly, eliminating defenses that lay in their path. They dispatch the enemy efficiently and vanish into the shadows, leaving onlookers wondering who ordered the hit and why. A cleaner is a silent, cold, calculating assassin. Their skills involve intimate kills, forcing them to be close to their target. They rise from nowhere and eliminate opponents before others can notice or respond.*

### Proficiencies

You have proficiency with all with melee weapons and light firearms.

### Once In The Head

Beginning when you choose this archetype at 1st level, if you score a hit on a target 20 feet away or closer with a melee weapon or a one-handed firearm, you inflict additional damage equal to three times your level. You can use this ability once before taking a short or long rest, or twice if you kill the first target with this attack.

### Twice In The Chest

Starting at 2nd level, if wielding a melee weapon or a light firearm, as an action, you can make three attacks against a single target 20 feet away or closer. All attacks have advantage. You can use this ability once before taking a short or long rest, or twice if you kill your target with one of these attacks.

### Quick Succession

Starting at 5th level, if you use Once In The Head but fail to kill the target, make one additional identical attack. This attack automatically hits, and you inflict additional damage equal to three times your level (including the additional damage with Once In the Head). Once you use this feature, you cannot use it again until you take a long rest.

### Out Of The Blue

Starting at 7th level, if you have advantage against a target that is surprised or from whom you are hidden, your first attack against them is an automatic critical hit.

### Desperate Solution

Starting at 10th level, as an action, add up all the enemies you can see—you then gain a number of attacks equal to double that number as part of that same action (Max 20). You can distribute the attacks anyway you see fit. Once you use this feature, you cannot use it again until you take a long rest.
Technopath

*Technopathic espers have the ability to manipulate apeiron energy to exert control over technological constructs, such as computers, robots, hardware, and other devices that can be termed "technology", with their minds. This makes them deadly in the high-tech world of the 22nd century.*

## Class Features

As a technopath you gain the following features.

### Hit Points

**Hit Dice:** 1d8 per technopath level
**Hit Points at 1st Level:** 8 + your Constitution modifier
**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per technopath level after 1st

### Proficiencies

**Armor**: Light armor
**Weapons**: Pistols, and choose either Melee or SMGs
**Tools**: All ground vehicles and aircraft
**Saving Throw**: Intelligence or Wisdom
**Skills**: Select two skills from Acrobatics, Deception, History, Insight, Intimidation, Perception, Performance, and Sleight of Hand.

### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (a) P-10 Predator or (b) SM-5 Shuriken
* (a) Baton or (b) Knife
* Stock Light Armor

### Mental Interfacing

At 1st level, you have the ability to connect with devices with the power of thought. This ability allows you to mentally interface with computers and devices, but not creatures, up to 60 feet away. You can access any function someone could access by physically manipulating the device without needing to touch it. Connecting with devices in this way requires concentration.

### Technopathy

Starting at 1st level, you are able to perform technopathic abilities that can command machines and grant you some kind of advantage over your enemies or environment.

As you grow in power, you are able to perform more abilities at any one time, as represented by your ‘energy’ column. When you spend an energy point to perform an ability, it is unavailable until you finish a long rest.

Some abilities require your target to make a saving throw to resist the ability’s effects. The saving throw DC is calculated as follows:

**Technopathic Ability save DC** = 8 + your proficiency bonus + your Intelligence modifier

### Redistribution

At 3rd level, as a bonus action, when you or an ally that you can see rolls damage for a firearm attack that hits, you can add any of your unused hit dice to the damage roll. Adding your hit dice to the damage roll spends those hit dice.

### Universal Training

Your ability to gain quick access to multiple fields of study pays off. Starting at 6th level you can add half your Proficiency bonus (rounded down) to any ability check you make that doesn’t already include your Proficiency bonus.

### Technopathy Improvement

By 9th level, you've become a master of technopathy. The technopathic abilities that you know become more powerful.
Action Hero

*Action Heroes have one job. They shoot people twice in the chest and once in the head. They do it for no other reason than the objective they have been asked to carry out. Their loyalty runs only to the men and women next to them.*

### Proficiencies

You gain proficiency in any two firearm types of your choice.

### Fleeting Adversary

Beginning when you choose this archetype at 1st level, select one creature within 50 feet and line of sight to you after rolling initiative (this takes no action). The target is your fleeting adversary. You gain a +1 bonus to attack your fleeting adversary, and your fleeting adversary suffers disadvantage on attack rolls that don’t include you as a target. This effect ends if you drop to 0 hit points, the creature drops to 0 hit points, you move beyond 50 feet, or line of sight is broken between you and your target. Once you select a fleeting adversary, you cannot select another until you roll for initiative again.

### War Pose

Starting at 2nd level, you can take a -1 penalty to attack rolls to wield a two-handed firearm with one hand. The weapon only counts as a one-handed firearm for purposes of how many hands you use to wield it and for abilities and feats.

### Adversarial Rage

At 5th level, you can increase damage against your fleeting adversary. As a bonus action, you gain +2 damage, increasing to +3 at 7th level, +4 at 10th level. This increase ends if the target is no longer your fleeting adversary.

### Remember Me?

Starting at 7th level, a few well-placed shots can bring an enemy’s attention back around to you. If your fleeting adversary attacks an ally, you can make a single ranged attack against it as a reaction.

### Unexpected Response

Starting at 10th level, level, until your fleeting adversary is reduced to 0 hit points, each time it hits you, you gain a +1 bonus to attack rolls against it. This bonus is cumulative up to +3 but is lost if you attack any creature other than your fleeting adversary or you score a hit.
Selfless Protector

*From the traditions of the most respected security forces on the planet, you possess a natural instinct to protect those assigned to you. You may never have taken a bullet, but likely neither has your target. You can spot threats from miles away and can act to move your ward to a better position if that threat gets too close.*

### Take A Bullet

Beginning when you choose this archetype at 1st level, you can select one creature within reach to be your focus. As long your focus remains in reach of you, it can use your AC if higher than its own. If your focus is hit by an attack or fails a Dexterity saving throw, you can take the entire damage and/or effects instead. When you move, you can pull your focus with you. Once you select your focus, you cannot select another until after you take a short or long rest. If your focus moves out of reach, it no longer benefits from this ability until it or you return.

### Licensed Response

Starting at 2nd level, if your focus is hit with an attack, regardless if it suffers any damage, you can make an attack against the attacker as a reaction. If your focus suffers damage, you have advantage with this attack.

### Job Well Done

Starting at 5th level, as long as you are actively protecting your focus, you gain a +1 bonus to AC. Additionally, when you take a short rest, if you previously selected focus had suffered no damage, you regain double your Hit Dice.

### Evasive Techniques

Starting at 7th level, if your focus is within reach and is caught by an area effect, as a reaction, you throw your focus up to 15 feet away before the effect activates.

### Keep It Together

Starting at 10th level, each time you regain hit points, you can give your focus any amount of the hit points instead.
Fantôme du Vide

Void Phantom est le nouveau boss ajouté dans la version 1.0.

Pour invoquer Void Phantom, vous devez trouver un autel volcanique, situé à 5000 pâtés de maisons de spawn. Ensuite, placez un objet dans chaque autel. Les objets à mettre dans chaque autel sont le fruit sacré, l'épée de la flamme brisée et l'œil de l'homme de pierre.

Void Phantom a deux formes. Ce sont Void Phantom - Hâte et Void Phantom - Puissance.

Après avoir battu Void Phantom - Haste, sa deuxième forme Void Phantom - Power apparaîtra.

Après avoir battu le premier formulaire et le deuxième formulaire, vous pouvez obtenir des blocs de diamant et un fragment de portail triangulaire.
Kata Exploits

As part of your movement, you can expend 1 kata point to double your speed until the end of your next turn.

### Between the Eyes

**Kata Cost:** 1

Before making a ranged attack, you can expend 1 kata point to gain advantage on that attack roll. If both attack rolls hit, you can expend an additional kata point to double your attribute modifier damage.

### Blood in the Eyes

**Kata Cost:** 3

If an enemy scores a critical hit against you, you can expend 3 kata points as a reaction to make a ranged attack against that enemy. If you hit, your attack is also a critical hit.

### Boundry Threshold

**Kata Cost:** 1

If you are within 5 feet of at least two enemies, you can expend 1 kata point and 30 feet of movement to make a ranged attack against one of those enemies.

### Classic Tumble

**Kata Cost:** 1

When you are hit with an attack or fail a Dexterity saving throw, you can expend 1 kata point as a reaction to take only a quarter of the damage.

### Equilibrium

**Kata Cost:** 1

When an enemy misses you with a ranged attack, you can expend 1 kata point as a reaction to make a ranged attack against that enemy.

### Hydrostatic Shock

**Kata Cost:** 1

Aftering hitting a target, you can expend 1 kata point to inflict additional damage equal to your level. Additionally, if the creature is your size or smaller and moves or attacks before the start of your next turn, as a reaction you can expend another kata point to knock that enemy prone.

### Just One Bullet

**Kata Cost:** 2

Before making an attack, you can expend 2 kata points to add your wisdom modifier to all damage rolls until the end of your turn.

### Kinesics

**Kata Cost:** 2

On your turn, you can expend 2 kata points: your movement is not reduced by difficult terrain, you don’t provoke opportunity attacks, and all attacks against you have disadvantage until the beginning of your next turn.

### Limber Up

**Kata Cost:** 1

At the beginning of your turn, you can expend 1 kata point to gain advantage on Dexterity and Strength ability checks, skill checks, and saving throws until the end of your next turn.

### Rapid Kill

**Kata Cost:** 4

After hitting a creature, you can expend 4 kata points to turn that hit into a critical hit.

### Way of the Gun

**Kata Cost:** 1

If you hit a creature at least 30 feet away, you can expend 1 kata point to gain an additional attack against one additional enemy within 5 feet of the first target.

### Weak Spot

**Kata Cost:** 4

After hitting a target, you can expend 4 kata points to gain a damage bonus to every subsequent hit on that specific target equal to your Wisdom bonus until the target is killed.
Artillery Talents

### Attack of Necessity

As an action, while you are wielding an automatic firearm, each creature in a 15-foot cone centered on you must make a Dexterity saving throw. A target takes your weapon damage on a failed save, or half as much damage on a successful one. You expend ammunition with each saving throw attempted.

* **Rank 2:** The cone increases by 5 feet (20 feet).
* **Rank 3:** Targets your size or smaller are knocked prone if they fail their saves.
* **Rank 4:** The cone increases by 5 feet (25 feet).

### Rapid Fire

As an action, while you are wielding an automatic firearm, each creature in a 10-foot cube within range must make a Dexterity saving throw. A target takes your weapon damage on a failed save, or half as much damage on a successful one. You expend ammunition with each saving throw attempted.

* **Rank 2:** The cube’s area increases by 10 feet (20 feet).
* **Rank 3:** All targets in the cube have their speed halved until the beginning of your next turn.
* **Rank 4:** The cube’s area increases by 10 feet (30 feet).

### Easy Target

When attacking a Large or larger creature with an automatic firearm, you gain a bonus to damage against the target for every size above Medium the creature is. You gain this damage bonus with both autofire and area-effect attacks using auto and auto-heavy weapons.
Baseline

**Baseline humans**, or simply **baselines**, are a subset of humans who have neither augmentatiations or hypernatural abilities. While considered the foundation of humanity, baselines have become a minority by the 22nd century, as less than 30% of the global population doesn't have some form of augmentation. This can sometimes leads to them facing prejudice for their percieved "lack of luster".

However, it is from Baselines that espers are created, as augments face of variety of difficulities in regards to developing apeiron nodules. This alone makes them invaluable to those who seek to create more espers.

## Features

* ***Ability Score Increase.*** Two different ability scores of your choice increase by 1. You can forego one of these increases for one additional roll on the Genetic Benefit table.
* ***Age.*** Humans reach adulthood in their late teens and live between 80 and 110 years.
* ***Alignment.*** Humans don’t naturally adhere to any alignment, or even to the concept of alignment.
* ***Languages.*** You can speak, read, and write in your native language and one extra language of your choice.
* ***Size.*** Humans vary widely in height and build. Nutrition, genetics, and sex all play factors. Nevertheless, your size is medium.
* ***Speed.*** Your base walking speed is 30 feet.
* ***Genetic Benefit.*** Roll or select two genetic benefits below. You can gain one additional benefit by either forgoing one of your +1 ability score increases, or by incurring a penalty by selecting a shortcoming.

 1-2
 3-4
 5-6
 7-8
 9-10
 11-12
 13-14
 15-16
 17-18
 19-20
Pistols

Damage done by this weapon cannot be reduced by using barrier ticks. Use a bonus action to charge the weapon before firing, consuming 2 heat. On a hit, it deals an additional 2d6 force damage.

### P-25 Volt

* **Price:** $13,500
* **Damage:** 1d6 Lightning
* **Heat:** 18
* **Range:** 75/225 feet
* **Properties:** Light, Arc, Special
* **Weight:** 4lbs.

Use a bonus action to charge the weapon before firing, consuming 2 heat. On a hit, it deals an additional 2d6 lightning damage.

### P-30 Suppressor

* **Price:** $13,500
* **Damage:** 1d6 Piercing
* **Heat:** 8
* **Range:** 50/150 feet
* **Properties:** Light, Silent
* **Weight:** 4lbs.

## Rare (5th Level)

### P-35 Scorpion

* **Price:** $33,000
* **Damage:** 2d4 Thunder
* **Heat:** 6
* **Range:** 50/150 feet
* **Properties:** Light, Special
* **Weight:** 4 lbs.

Missed shots adhere to nearby surfaces and do 1d4 thunder damage to the target.

### P-40 Equalizer

* **Price:** $34,500
* **Damage:** 1d8 Force
* **Heat:** 8
* **Range:** 25/75 feet
* **Properties:** Light, Vented
* **Weight:** 4lbs.

When you hit a target beyond normal range, it takes half damage.

The Equalizer does not use thermal clips. Instead, use a d8 to track the "heat". Whenever you make a ranged attack with the weapon, spin down the die 1 face. Every round that you don't fire the weapon, spin the die up 1 face. If you ever spin down the die to 0, the weapon jams and cannot be fired again this combat. If you make a Burst Fire attack, spin down the die by 2.

### P-45 Carnifex

* **Price:** $34,500
* **Damage:** 1d8 Piercing
* **Heat:** 10
* **Range:** 75/225 feet
* **Properties:** Light
* **Weight:** 4lbs.

### P-50 Eagle

* **Price:** $35,000
* **Damage:** 2d4 Piercing
* **Heat:** 12
* **Range:** 50/150 feet
* **Properties:** Light
* **Weight:** 2 lbs.

### P-55 Revolver

* **Price:** $36,500
* **Damage:** 1d12 Piercing
* **Heat:** 6
* **Range:** 75/225 feet
* **Properties:** Light
* **Weight:** 7lbs.

## Very Rare (7th Level)

### P-60 Incubus

* **Price:** $53,500
* **Damage:** 1d6 Fire
* **Heat:** 6
* **Range:** 50/150 feet
* **Properties:** Light
* **Weight:** 7lbs.

Each attack costs 2 heat. Weapon attacks made with this weapon cannot miss as long as you can see the target.

### P-65 Paladin

* **Price:** $55,500
* **Damage:** 1d10 Piercing
* **Heat:** 8
* **Range:** 75/225 feet
* **Properties:** Light
* **Weight:** 4lbs

### P-70 Talon

* **Price:** $57,000
* **Damage:** 2d6 Piercing
* **Heat:** 6
* **Range:** 25/75 feet
* **Properties:** Light
* **Weight:** 9lbs.

### P-75 Scorcher

* **Price:** $61,000
* **Damage:** 2d10 Fire
* **Heat:** 2
* **Range:** 75/225 feet
* **Properties:** Light
* **Weight:** 9lbs.

### P-80 Executioner

* **Price:** $63,000
* **Damage:** 2d12 Piercing
* **Heat:** 1
* **Range:** 75/225 feet
* **Properties:** Light
* **Weight:** 4lbs.