recursal/Fanatic-Fandom huggingface dataset:
Weapon Mods

Weapons in BFS are highly customizeable to suit any purpose. The modifications can affect anything from damage and fire rate to cost and weight. Here is a list of all weapon modifications and attachments avaliable in the gamemode.

## Attachments

Barrell attachments:

- **Compensator** (or muzzle brake on sniper rifles)**:** decreases recoil but reduces gun mobility because of added weight.

- **Flash Hider:** hides the weapon's muzzle flash making locating the shooter more difficult. Lowers mobility, but much less so than the sound suppressor.

- **Sound Suppressor:** hides the weapon's muzzle flash, silences the firing noise and reduces recoil, but makes the gun unwieldy because of added weight and length.

- **Cylinder/Full Choke** (shotguns only)**:** increases/decreases shot spread respectively for a small price.

Other attachments:

- **Laser Sight:** a visible laser pointing where the gun is aimed, increases hipfire accuracy but costs a bit and can give the shooters position away.

- **Pneumatic Recoil Buffer** (shotgun exclusive): decreases recoil at the cost of handling speed.

- **Vertical Foregrip:** increases stability and decreases recoil for a good price but is relatively heavy.

- **Bipod:** eases bracing greatly for a good price but is heavy and bulky reducing mobility.

- **High/Low Zoom scopes** are avaliable for sniper rifles which have the same weight as the default scope but cost a little extra.

- **In-Scope Nav Info:** avaliable for rifle scopes and binoculars, displays range, bearing and other useful information.

- **Ammo Counter Projectors:** display ammo count as a hologram for all unscoped guns. Scoped guns have the option to install an in-scope ammo counter.

## Internal Modifications

- **Extended/Shortened Magazine:** either increases magazine size at the cost of mobility or increases mobility at the cost of magazine size.

- **Match Quality Parts:** increases accuracy and decreases trigger reset time but is somewhat costly.

- **Lightened Action:** reduces the weight of the gun improving handling and increases cyclic rate but also increases recoil.

- **Weighted Action:** avaliable for machine guns only, direct opposite of Lightened Action.

- **Chamber Overpressurizer:** incereases damage and recoil.

- **Double/Quintuple sear:** sets the number of shots in a burst to two or four respectively (burst-fire weapons only).

- **Vented Chamber:** decreases projectile velocity and recoil for grenade launchers.

- **Sealed Bleed-Off Valves:** increases projectile velocity and recoil for grenade launchers.

## Ammunition Modifications

- **Projectile Hardener:** makes bullets ricochet and penetrate better but reduces damage.

- **Projectile Heater:** heats up projectiles making them deal more damage, but gives a tracer effect revealing the shooter's position.

- **Airburst Mechanisms** for grenade launchers allow to set a distance at which the grenades will explode regardless of having hit anything. Costs and weighs alot but can be very useful for engaging enemies behind cover.

- **Projectile Scorcher:** makes projectile grenades leave a trail of smoke.
SemiAutomatic Pistol

The SemiAutomatic Pistol is a firearm in BFS2114 that fires Small Pistol Rounds. It holds the place of smallest, lightest, handiest firearm of all firearms currently in the gamemode. It also has the least single-shot power of all firearms, unless you count individual shotgun pellets. Its accuracy is decent for a pistol, and its magazine size is fairly standard.

## Attachments

- Ammo Counter Projectors

- Match Quality Parts

- Extended Magazine

- Chamber Overpressurizer

- Suppressor

- Compensator

- Laser Sight

## Trivia

As with all firearms in BFS, the SAP is a 22nd-Century-era Minature ChemRail class firearm that uses the (then) standard magnetic auto-linking auto-orienting cartridges firing small ferrous modifiable projectiles at hypersonic speeds. These firearms are comparable in terms of power to contemporary combustion firearms, though they fire smaller projectiles at higher speeds. Loading is simplified through the removal of individual magazines and the introduction of magnetic gas springs as feed mechanism drivers for each weapon's internal magazine. This allows rounds to be simply dropped into a hopper on each firearm, simplifying carry logistics.

Loading is accomplished by locking the magazine catch to the rear, shoveling loose rounds into the intake under the grip and allowing them to orient before sliding into the internal magazine. The mag catch is then released, and the action manually cycled (by racking the slide) as necessary. The pistol's recoil-operated flux-compression-generator should be de-gaussed every 10,000 rounds. Rated service life is 200,000 rounds, with a MTBF of 6,000 rounds, as rated by the U.S. Department of Defense, resolution 19900. Please consult the official handbook for proper firing procedure. Wear ear protection at all times. WARNING: EFPA resolution 9101 prohibits firing ChemRail firearms within 50m of unshielded electronics. Ensure proper compliance with all local regulations.
Napalm Grenade

Napalm grenades are multi-purpose throwable munitions exploding in a fiery cloud of napalm. They have a sizeable area of effect and ignite anything within the blast radius. The nature of napalm allows it to stick to armor dealing significant if not lethal damage to the wearer. Napalm grenades can be also used as short-duration area-denial weapons, but that effect can be bypassed using Passivation Grenades.

Like all grenades, they can be cooked by releasing the spoon prematurely (RMB) to shorten the fuze and increase effectiveness in some situations. Being mass-produced however, their fuze times wary meaning it's dangerous to cook them for longer than one or two seconds.
Player Loadouts

### Player loadouts in BFS2114 consist of three elements: [[::Category:Armors|armor]], an [[::Category:Exoskeletons|exoskeleton]], and a [[::Category:Items|rucksack]].

A player's armor is a moddable suit that provides the player with protection from damage and various other survival-related amenities. It can be any of the types of [[::Category:Armors|armors]]. A player's armor can be integrated into the player's body to various degrees, ranging from being a simple suit to an integrated life-support system, with body diagnostics and automatic medical aid systems. Players can also choose to wear no armor (simple clothing).

A player's [[::Category:Exoskeletons|exoskeleton]] is a much more external system of connected parts, harnesses, chassis, pauldrons, and other modules that either attach to the player's armor or directly to/around their limbs and other body parts. Exoskeletons provide various other abilities the mechanics of which would be impossible to integrate into a streamlined armor suit.

## Cost and Mass

Players are free to mix and match armors, exoskeletons and items as they choose, but they have to bear the physical weight and the monetary cost of their loadout.

**MASS** is the total mass of all items, armor and exoskeleton carried (measured in grams, g). Mass of loadout determines several things. More mass means:

- slower walking speed

- slower sprinting speed

- lower jump height

- longer crouch-transition time

- longer draw time (for items, it takes longer to grab an item from the rucksack's pool of items and bring it to bear)

- longer reload times (for implements that use munitions, it takes longer to get the ammo from the rucksack)

**COST** is the total monetary cost (measured with the USD sign $, though it's not explicitly American dollars) of a player's louadout. More cost means:

- longer spawn times (barebones rebels get to spawn frequently, whereas expensive supersoldiers must wait a long time)

- credits given upon death reward (killing an expensive soldier yields much more credit than killing an inexpensive one, meaning that expensive soldiers have more of an impetus to not get killed, as their death confers a larger advantage to their adversary)
Armor Brick

The armor brick is a non-carryable item in BFS2114. It is only attainable through airdrops.

The armor brick is a 50cm cube of Jackarunda Industries Aero-Crete (aerogel-concrete), circa 2114, which has impressive strength and hardness for its weight. It is also coated in a pressure-activated weatherproof adhesive that adheres to most everything, but is slowly inactivated by exposure to air. It is thus necessary to store armor bricks wrapped in mylar until they are used.

Armor bricks can be used to rapidly construct nearly anything in the field, from bunkers to bridges. They can be used in quantity as well, as they are inexpensive to create and store. They are not representative of the most advanced armor technology of the day, not by a long shot, but they are economical and versatile.

An armor brick can be lifted by a player with his hands, placed where desired, and then secured in place by pressing USE on it. The bond created by the brick is strong but not unbreakable.
Antiquated Heavy Suit

The Antiquated Heavy Suit provides maximum protection for a cheap price, but encumbers the user a lot, weighing four times that of its advanced couterpart. The mods for it are aimed at boosting protective capabilities and survivability.

## Mods

- Oversized Coverings

- Heavy Helmet

- Exoskeleton HUD

- Rebreather

- Helmet Light

- Hardplates

- Interwoven Reflective Mesh

- Thick Ballistic Weave

- Vital Signs HUD
JIBFS Wiki

Welcome to the Jackarunda Industries' Basic Firefight Simulator 2114 wiki.

Check out the Getting Started page.

What is BFS 2114? It's a sci-fi first-person shooter pseudo-gamemode addon for Garry's Mod 13. Currently only works in sandbox, and is targeted at multiplayer. It is in early beta as of now, and we are trying to fill out this very incomplete wiki.

[[::Category:Armors|Armors]]

[[::Category:Exoskeletons|Exoskeletons]]

[[::Category:Items|Items]]

[[::Category:Modifications|Modifications]]

[[::Category:GameMechanics|Game Mechanics]]

[[::Category:Spawnables|Spawnables]]

Game Modes
Optical Cloak

The Optical Cloak is a wearable exoskeleton in BFS2114 that cloaks its wearer from view when engaged. The Optical Cloak creates a field around itself that bends light around itself, similar to Einsteinian Gravitatonal Lensing (though the field is not strictly gravitational in nature, at least not macroscopically). The field bends incoming electromagnetic radiation in the 10nm-1mm wavelength range (infrared, visible, ultraviolet) around itself and releases it on the other side in the same direction it was originally travelling. This effectively hides the field (and everything within it) from visual detection by any observer outside the field.

## Controls

Press your exoskeleton activation key to toggle the cloak effect. Allow the field generators time to heat up. By default, the suit will maintain an imperfect effect in order to allow its wearer to see: hold WALK (default (ALT) to temporarily stop this behavior and allow the cloak field to become perfect, at the expense of your own sight.

## Considerations

Movement of objects, particles, gasses, and the environment near or within the field (relative to the wearer, or the wearer's own movements) increase the difficulty of maintaining the cloak field for the system. As a result, all movement destroys the cloak effect, and establishment of a good field can only be attained through a lack of movement (mods can mitigate the severity of this effect). Firing firearms, throwing objects, walking, running, jumping, etc, all these things ruin the cloak effect. Holding still allows it to become more perfect.

Any cloak system that successfully stops light from hitting its wearer would also, by definition, make its wearer blind. As such, this cloak device is designed to allow a small "porthole" in front of the user's face that allows him to see his environment undistorted, at the expense of an imperfect cloak effect. If the wearer for whatever reason needs *perfect* invisibility, he can hold the WALK (ALT) key to enable complete cloak.
Chat

Every player, regardless of loadout, has at the very least the ability to speak and has a long-range radio. The range of plain-speech chat messages is reduced significantly by the presence of physical obstacles between the speaker and the listener. All chat commands are case-insensitive.

A normal message typed into chat will be interpreted as a conversation-level message, and will be heard by all players within conversation distance, roughly ten meters unimpeded

A message typed ALL CAPS (any characters except lower-case letters) will be interpreted as a shout, and will be heard by all players within shouting distance, roughly 50 meters unimpeded

A message beginning with "~ " (tilde space, no quotes) will be interpreted as a whisper, and only players within whispering distance will be able to hear it, roughly 2 meters unimpeded.

A message beginning with ": " (colon space, no quotes) will be interpreted as a radio message. All players who are on the speaker's team will hear the message, regardless of distance/obstacles. Only these players will hear the message. Radio messages also have the ability to be [[::Category:RadioCommands|radio commands]] with specific phrases.

A message beginning with "\* " (asterisk space, no quotes) will be interpreted as a physical command, and the text of the message will be heard by no one. Instead, valid commands will cause the player to perform some type of physical action.
Hardplates

Hardplates are a modification for all armor types that increase the armor's resistance to sharp-implement type attacks and blunt-force attacks. This mod makes the armor more effective in protecting against most melee (knife, sword, pick, punch, kick, club) and environmental impact damage (physics-prop impacts). It is heavy but inexpensive.
Small Landmine

The Small Landmine is an area-denial munition in BFS. It has an 80ms delay trigger system and is explosive-proof, which makes disarming it in the field difficult for the enemy. Upon placing it can also be colored, which could be used to either disguise the mine or make it more visible, depending on the situation. The explosion produced usually isn't enough to kill the victim instantly, especially if they are wearing armor, but it is debilitating and will weaken them significantly. The light weight and low price of the mine makes it easy to carry around many at once enabling single soldiers to create minefields in minutes.
Airstrikes

Airstrikes are support abilities in BFS2114. They can be invoked in chat as radio commands by typing ": airstrike X Y Z" where X, Y and Z are the latitude, longitude and elevation (respectively) of the desired target location, as reported via either GPS in a weapon scope, GPS on a computer or GPS in binoculars.

Meta tip: *You can also figure your current location by typing "getpos" in the console, though the coordinates given by the game need to be divided by 52 before being given to the radio system.*

A high-speed strike drone will fly over the target location (obviously, this only works under open sky) and will drop a large guided missile that will steer itself at the target and detonate when within range. The missile has a blast comparable to a time bomb and has penetrative abilities due to its tandem shaped-charge warhead. Airstrikes are among the most costly of support abilities.
Small Pistol Round

These are the smallest munitions in the game, with the lowest per-round cost. They are used in most pistols and submachine guns. Weapons firing them typically deal what is considered HALF of immediately-lethal damage to an unarmored individual.

## Trivia

These rounds are ferrous and have hypersonic projectiles, obviating the 21st century need to compensate for travel time, drop and wind drift on shots. They also have magnetic auto-linking shells, making loading firearms a breeze and making external box magazines obsolete.
Territory Marker

The Territory Marker is a spawnable in BFS 2114. It is a stationary communications unit that is used to mark a controllable location for the Territories gamemode.

If spawned out in the open (defined by the amount of space above the device), it will be a large comm trailer. If spawned inside, it will be a small comm radio. The trailer denotes a much larger active area than the radio. The territory marker flashes when it is active (and does not flash if it is not) and changes color in accordance with who currently controls it.
HULC

The HULC (Human Universal Load Carrier) is a heavy exoskeleton avaliable in BFS. It is designed to assist the user's movements by using electric servomechanisms mounted on an external frame and thus increases practical strength and stamina immensely when activated. It allows the soldier equipping it to run faster, jump higher, punch stronger and carry more without movement penalties. It also helps stabilize firearms allowing to fire more accurately while on the move or standing still.

## Controlling

To activate the HULC, simply press the exoskeleton key. The servos will activate making a distictive sound powering the movements of the user and supporting the weight of their rucksack. Running fast with a heavy load on your back does make alot of noise however, giving away the position of the user easily.

## Notes

When the HULC is inactive, the user has to bear its weight unassisted, and the HULC is the single heaviest exoeskeleton. Keep this in mind when deciding on power sources for the HULC.

## Mods

- Integral High-Efficiency RTG

- Auto-Locking Joints

- Heavy Lower Body

- Light Lower Body

- Steel Construction

- Hardened-Aluminum Construction

- Heavy Upper Body

- Light Upper Body

- Unbounded Joints
Antiquated Light Suit

The Antiquated Light Suit is the lightest and cheapest of the antiquated suits and provides protection comparable to the Advanced Light Suit, but is about three times as heavy and costs almost 10 times less. Both share the same set of modifications however, which gives incentive to use this suit over the armored vest and helmet avaliable for the Street Clothes.

## Mods

- Pneumatic Leg Braces

- Oversized Coverings

- Helmet Light

- Exoskeleton HUD

- Rebreather

- Hardplates

- Interwoven Reflective Mesh

- Thick Ballistic Weave

- Vital Signs HUD
Main Page

<hero title="JIBFS Wiki" description="Jackarunda Industries' Basic Firefight Simulator, an addon for Garry's Mod 13" imagename="" cropposition="" />

## Welcome to the JIBFS JIBFS JIBFS JIBFS Wiki

Jackarunda Industries' Basic Firefight Simulator, an addon for Garry's Mod 13

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

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Transfers

A transfer is a means to give credits to another player on your team, usually for the purpose of pooling credits to obtain some much-needed airdrop for the team.

Syntax is as follows:

: transfer 1500 supertoaster

Where the number is how many you wish to transfer and the name is the player's steam name, case insensitive. The names must match exactly, which makes it hard to be on teams with people like zzzxX\_S1lentKillaMLGGamerY0l0S\/\/4g9437589124314\_Xxzzz. Which is good, because I hate these kinds of people and don't want them playing my game :V
Armor Mods

Armor in BFS can be outfitted with various modifications to increase defensive capabilities, mobility or comfort. Here is a list of all of them.

**- Pneumatic Leg Braces:** provide fall protection by completely mitigating damage from shorter falls and turning lethal falls into simply painful ones. This mod has its limits however, and does not prevent death by falling completely. Quite heavy. Unavaliable for heavy armor.

**- Oversized Coverings:** provide blast protection.

**- Helmet Light:** an external flashlight mounted on your helmet toggleable with your suit zoom key.

**- Exoskeleton HUD:** displays your exoskeleton energy levels.

**- Rebreather:** grants underwater breathing.

**- Hardplates:** provide protection against relatively slow-moving physical objects like fists, knives and physics props.

**- Interwoven Reflective Mesh:** protects against plasma, electricity and electromagnetic radiation.

**- Thick Ballistic Weave:** offers additional bullet protection.

**- Vital Signs HUD:** displays blood pressure (indicates health), heart rate and respiratory rate, (indicate stamina) and temperature.

**- Heavy Helmet:** heavy-armor exclusive, provides further headshot protection but makes the suit weigh even more.

## Notes

Modifications providing additional full-body protection weigh less and cost significantly more for advanced armor than they do for antiquated armor.
Medical Stabilizing Kit

The Medical Stabilizing Kit is a consumable item in BFS2114. It's a small inexpensive kit with everything needed to stop even the most severe hemorrhaging and restore a person's medical stability. The kit contains bandages, adhesives, clotting agents, tourniquets, splints, and other life-saving First Aid items. Stab wounds, shrapnel, bullets, shot, no matter the ailment, the Stabilizing Kit will do the trick.

Note that the Stabilizing Kit does not restore health. It does not in any way promote healing or regeneration at anything faster than the natural rate of healing for a human. It merely stabilizes and treats wounds so that the person doesn't die.

Note also that kits can be applied much, much faster to a casualty by a second person than by being applied by the casualty himself. It's good to have friends.
Fragmentation Grenade

The frag is a small offensive hand-grenade whose primary casualty mechanism is fragmentation of its outer casing, which shreds soft targets. It has a large casualty radius for its size, and an even larger injury radius. As with all shrapnel-based explosives, it does not affect vehicles or structures much. Its damage-dealing potential is also more spread out, making it a poor weapon to use against a singular hard target.

This grenade has a fuze length of 4 seconds, and can be cooked (spoon released prematurely) to shorten the fuze for a more devastating effect on the enemy (shortening the time they have to take cover from a thrown grenade, or for creating an airburst). It is advised that you never cook the grenade for more than a second or two, though, as fuze lengths vary in these mass-produced munitions, and a shorter-than expected fuze can catch you and your team in the grenade's injury radius.
Map Generator

The Map Generator is a spawnable item for BFS2114. It is available from the gmod SENTs menu when BFS is not running.

When used, the map generator creates a number of physics objects around itself on the ground, using the map's surface material properties at each surface location to determine the type of object to spawn. It spawns trees, rocks, cars, fences, walls, and other assorted objects in order to give complexity to open/bare gmod build maps.

The map generator will look above itself when spawning to determine whether it's inside or outside. Outside spawns a different set of objects. Inside objects are mostly furniture.

The map generator only pays attention to world geometry, and will not consider physics objects in its spatial logic in determining where to spawn objects. It also will only spawn objects underneath points that it has a direct line-of-sight to, meaning that spawning can be easily confined to certain parts of the map, depending completely on WHERE the map generator is located at the time it is activated.

If you want the generator to spawn objects over a large area, place it up high in the sky before activating. It will only spawn objects underneath points in space that it can physically see.
Health

All players have 100 health. When it reaches 0, the player dies. Getting hit reduces health. Health regenerates naturally at an extremely slow rate (about 1 health a minute).

All forms of penetrative damage (shrapnel, gunshots, slashes, stabs) cause a player to bleed and die. Bleeding damage is dealt over time as long as there are untreated wounds on the body of the player. Given enough time, the body will eventually self-stabilize (or die, whichever comes first), at which point bleeding will stop. Minor wounds bleed for a short time, while grievous wounds bleed for a long time; the amount of bleed damage that will be dealt in total is dependent on the severity of the initial wound. Bleeding damage is dealt independent of all external factors, such as armor, although armor has the effect of reducing the severity of the initial wound, and thus in the process reducing the total bleed damage that will be applied.

Bleeding can be stopped immediately through application of a Medical Stabilizing Kit.

Health can be restored over shorter periods of time through the use of Medical NanoFoam-BioGel, with any of the appropriate application methods.
Getting Started

JIBFS2114 is a first-person-shooter pseudo-gamemode addon for Garry's Mod 13. It is only usable in sandbox currently, and is targeted at multiplayer.

To begin the gamemode, start sandbox in either singleplayer or on a server. Build your map up how you want with props/constraints (or don't, either way) and use the appropriate console command to begin the game. Before starting, you may use various [[::Category:Spawnables|spawnables]] to create the kind of game you want to play.

Every player will receive a derma menu allowing them to set up their loadout and then deploy. Players may also save/load loadouts from a JSON file inside the garrysmod/data/ folder.

Once deployed, players will be free to fight/complete objectives and respawn until someone ends the game.

See also: Basic Controls
Flight System

The Flight System is a lightweight exoskeleton in BFS2114. It uses electric high-speed ducted fans for propulsion, and has a intake/compressor for pneumatic-atmospheric RCS for aerial control. It is capable of lifting a soldier in full-kit, hovering, jumping and cruising at low altitudes for short periods (limited primarily by turbine overheating, and secondarily by electrical power source).

## Controlling

Once engaged, the system will thrust the wearer in the "UP" direction, a vector orthogonal to the wearer's AIM VECTOR. This means if you look straight ahead, your sight axis parallel to the ground, the system will thrust straight upwards opposite the direction of gravity. If you look downwards, directly at the ground, the system will thrust FORWARD, parallel to the ground. If you look straight up, the system will thrust straight backwards, again parallel to the ground. The system will, though, keep its wearer level at all times relative to gravity, regardless of the thrust direction. Turbine thrust also starts low and ramps up as the turbines spin up.

Holding SPRINT (default LSHIFT) will engage BOOST mode, which greatly increases the turbines' thrust outputs and the cost of drastically reduced efficiency and massive heating. BOOST should therefore only be used when attempting short, quick "jumps", or in an emergency situation to prevent a potentially catastrophic impact with the ground.

The system will beep loudly when it is close to overheating to warn its wearer that an automatic shutoff is imminent. This gives the wearer time to land safely before the shutoff happens, which would cause the wearer to fall out of the sky.

## Dangers

The system uses electric ducted fans for safety, as they lack hot/toxic exhaust common to many other thrust methods. However, the turbine-wash can still throw small objects around, so don't launch from within your base if you care about keeping your nick-nacks on your shelves. As with all small rotary-wing type aircraft systems, the system is extraordinarily loud, and hearing protection should be used.

## Mods

- Integral High-Efficiency RTG

- Steel Frame

- Contra-Rotating Blades

- Small Heatsinks

- Large Heatsinks

- Long Cowlings

- Short Cowlings

- Graphite Frame

- Single-Ring Motors
Physical Commands

These are all commands that can be invoked using "\* " (asterisk space) in chat.

* point

- player does a pointing animation, and a long arrow appears above the player's head for a few seconds that points in the direction of the player's aim vector. Good for pointing things out to teammates

* halt

- player does a HALT hand signal, and a stopsign appears over his head for a few seconds

* yes

- player does a thumbs-up anim, and a green checkmark appears over his head

* no

- player does a no-no animation, and red X appears above his head

* group

- player does a REGROUP hand signal, and an arrow appears above his head pointing downward

* beckon

- player does a come-hither anim, and an arrow appears above his head pointing backwards

* dance

- player does a dance

* zombie

- player acts like a zombeh

* salute

- player salutes

* bow

- player bows

* laugh

- player laughs

* cheer

- player cheers
House Jordayne

House Jordayne of the Tor is one of the principal noble houses of Dorne. The Tor is situated on the southern coast of the Sea of Dorne. Their blazon is a golden quill on checkered dark and light green. Their words are "Let it be Written". They are a particularly wealthy house. Their renowned and vast vineyards supply wine all throughout Westeros.

House Jordayne was founded during the coming of the Andals to Dorne. The Jordaynes were kings, ruling over even House Martell, prior to the arrival of the Rhoynar. Later, the Tor was a principal location in the guerilla battles of the First Dornish War.

The young Lord Tregon is a quiet man, and not the type to flaunt his riches. Having inherited his House at the age of 5, Lord Tregon pays great respect to the council of his Lady Mother, Voriana Jordayne *nee* Dayne.

When House Dayne answered the Crown's call to war against Braavos, House Jordayne prepared to follow, and when Lord and Lady Dayne were tried for treason, Lord Tregon appeared as a witness in their defense. Since the execution of his uncle, Lord Tregon has had little communication with House Martell.

Following the end of the Bravosii war, Lord Tregon has hired some of the sellswords that were left unemployed in Westeros. The sellswords under Jordayne service patrol the coasts, enforcing the King's Peace and monitoring their former colleagues who might turn to banditry. For this, Lord Tregon is rather popular among the smallfolk, along with his Captain of the Guard, former sellsword Kusir the Immortal.
Crazy Fan Theories

* Yronwood and Fowler were planning on joining their houses by marrying Yoren and Nym (Judo)
	+ Yronwood and Fowler were plotting together to take out Martell (Judo)
* The Hooded Man is either a greenseer, or is working for/with one (Judo)
* *Ash is the Prince that was Promised (Judo)*

### Proven True:

* The merchant is carrying an exotic pokemon for Nym as a gift from her father (Judo).
* Gareth's second pokemon is the distressed pokemon and belonged to Lord Glover (Lrr)

### Proven False:

* *Gareth's second Pokémon is Celebi (Lrr)*
Advanced Light Suit

The Advanced Light Suit is the lightest of the three advanced armor suits. Of the three, it has the lowest weight, the lowest cost (though not by much), and the least general damage protection. Light armor is for players who bank on not getting hit, as their armor will rarely mitigate damage enough to keep them in the fight after taking a hit that would debilitate an unarmored individual, though it may keep them alive long enough to seek medical aid. The base model is a streamlined suit made of ballistic fabric, which encumbers a soldier very little.

Light armor has most standard armor mods, in addition to a few that are aimed at being fast/quiet.
Tregon Jordayne

*"A chance meeting of the future of our Kingdom"*

#### **Appearance:**

The young lord has dark skin and dark hair. His beard is carefully styled. He tends to wear loose, unassuming clothing.

#### **History:**

Tregon was once known as a child-lord, following the sickness and then death of his Lord Father at an early age. Having inherited his House at the age of 5, Marquess Tregon pays great respect to the council of his Lady Mother, Voriana Jordayne *nee* Dayne.

When House Dayne answered the Crown's call to war against Braavos, House Jordayne prepared to follow, and when Lord and Lady Dayne were tried for treason, Lord Tregon appeared as a witness in their defense. Since the execution of his uncle, Lord Tregon has had little communication with House Martell.

Following the end of the Bravosii war, Lord Tregon has hired some of the sellswords that were left unemployed in Westeros. The sellswords under Jordayne service patrol the coasts, enforcing the King's Peace and monitoring their former colleagues who might turn to banditry. For this, Lord Tregon is rather popular among the smallfolk, along with his Captain of the Guard, former sellsword Kusir the Immortal.

Earl Jordayne first met the party at Kingsgrief, when Ashara and Gareth were fleeing Yronwood keep. Tregon later provided the help of his mercenary company to aid the Fowlers in dispatching a bandit party.

#### **Pokemon:**

* Rabble - Farfetch'd
Ferra Fowler

*"Hello pretty kitty~."*

#### **Appearance:**

The younger sister of Nymeria and by far the cuter of the two girls. Like her sister, she takes after their mother, with black hair, tan skin, and brown eyes.

#### **Personality:**

Friendly and cheerful, with a penchant for singing. She accused Jaeha of being too young and married to be a maester. She was gifted a panpour from the Yronwood estate, and also takes care of her pidove and igglybuff.

#### **History:**

Born the younger of the two Fowler children.

#### **Pokemon:**

Do (Pidove)

So (Panpour)

La (Igglybuff)

#### **Relationships:**

* Lord Fowler - Her father
* Ella Fowler - Her mother
* Nymeria Fowler - Her older sister
Anti-Personnel Sniping Rifle

The Anti-Personnel Sniping Rifle is a weapon in BFS chambered in Medium Rifle Rounds. It is quite powerful, powerful enough to inflict lethal damage to even armored individuals, very accurate and only slightly heavier than an assault rifle.

Its size and scope make it awkward at best at close range though, the ammunition it fires is relatively heavy preventing the shooter from carrying a large amount of it, and magazine capacity is quite low.

## Modifications

- High-Zoom Scope

- Muzzle Brake

- Shortened Magazine

- Projectile Heater

- Low-Zoom Scope

- Flash Hider

- In-Scope Nav Info

- Projectile Hardener

- Match-Quality Parts

- Extended Magazine

- Bipod

- Chamber Overpressurizer

- Suppressor

- In-Scope Ammo Counter

## Trivia

No, Call of Duty fans, "Sniping Rifle" is not a typo and actually the gramatically correct way to say it, as well as "Sniper's Rifle".
Tarv

*"Stable's burned. It was a tragedy"*

 Personal Information

#### **Appearance:**

A big, burly man with a gray beard and hair. Seen in soiled, muck-covered clothes.

#### **Personality:**

Gruff and standoffish, though he was begrudgingly accommodating to Nymeria's requests.

#### **History:**

House Tarly's stable master. Nymeria briefly interviewed him about the fires that Anna Tarly was accused of starting. Tarv reinforced that theory. Tarv claims to have seen Anna start the fires himself, but stable boy Ben claims Tarv was passed out drunk in his room, after drinking with a Ser Cartwell.
Territories

**Territories is a gamemode in BFS 2114.**

In Territories, you can gain credits through kills and through holding marked locations. A location is specified by a territory marker. If one 'side' holds the active zone, then that 'side' receives credits every 20 seconds or so while the other side slowly loses credits. If the active zone is either contested or there's no one in it, then no credits are awarded or taken.

**In Co-Op:**

All players within the territory zone will receive credits if there are no NPCs in the zone. If there are NPCs in the zone but no players, then all players lose credits. NPCs will maneuver in an attempt to get within the active territory zone. AI-Noded maps are a must.

**In Free-For-All:**

If there is only one player in the active zone, then he gets credits and everyone else loses credits.

## Notes

If there is more than one territory marker, then the active territory shifts randomly every minute or so. Inactive territory markers confer no awards, penalties or AI guidance. If a territory marker is active, it will have a white flashing light above it.
Victor

*"For my part, I hold no grudge for Lord Fowler's Justice. I was a thief. Though not strictly guilty of what I'd been accused that day."*

#### **Appearance:**

Sweet Victor is even more feminine in appearance than his employer, with long, silky, blonde hair and piercing blue eyes. He has mangled scars across his right hand.

#### **Personality:**

Victor seems a bit foppish and dramatic. He claims to hold no grudges for the justice done to him, and claims to be a reformed thief.

#### **History:**

Victor was convicted of theft, by Lord Fowler, and his dominant hand was therefore maimed. Victor claims that he is a thief, though not guilty of what he was accused of on that day. Some time after, he appears to have fallen in with Farrik's Mummers, and now works as a traveling musician.

#### **Abilities:**

* Singing
* Allegedly, Pickpocketing
Alya

*"You are never too late to talk business."*

#### **Appearance:**

A pretty young Dornish woman with striking, grey eyes. She wears elaborate silks and impressive jewelry.

#### **Personality:**

A shrewd and assertive merchant. She was happy to provide information to the party, but was quick to feel out the possibility profitable trade deals with the party. Alya seems to be the business minded half of the partnership.

#### **History:**

Alya claims that she hand Rose have worked in in numerous famous gardens. When they met the party, Alya and Rose were operating a mobile merchant's shop out of a painted wagon, on their way to Highgarden. Alya and Mellei worked out a deal for Alya to come to Hardwind to help raise berries.

#### **Abilities:**

Sales

Economic knowledge
Small Rifle Round

A standard, lightweight, moderately powerful round with low recoil and price. Assault rifles and carbines, as well as battle rifles come chambered in these.

## Trivia

These rounds are ferrous and have hypersonic projectiles, obviating the 21st century need to compensate for travel time, drop and wind drift on shots. They also have magnetic auto-linking shells, making loading firearms a breeze and making external box magazines obsolete.
Credits

The Credit system is one in which each player has a certain amount of "credits" with whatever parent organization he/she is working for. These are not physical items, they are an imaginary 'tally' of credit for a player that is maintained by the player's employer. Players can choose a certain amount of starting credits as part of their loadout, though they add directly to the loadout's cost.

Credits are obtained through remote confirmation of the completion of battlefield objectives. Killing enemies, capturing objective/items, holding areas, all goals award credits. Killing enemy players results in a credit award proportional to the loadout cost of said enemy player at time of death. Making costly mistakes, such as killing allied players, results in credit loss.

Credits, currently, are used only to order airdrops and airstrikes, through the [[::Category:RadioCommands|radio chat system]]. Other than this, they serve as a sort of 'score'.
Nymeria Fowler

*"The joust is where the most honor is to be had."*

#### **Appearance:**

A young woman with the dark skin and black hair of the Uller house. She mainly goes around in armor, though she is sometimes forced to wear dresses for more formal events.

#### **Personality:**

Confident and aggressive in combat, with a great love of jousting and knighthood in general. She seems to be very straightforward, with a love for honor and glory.

#### **History:**

The firstborn child of Ella and Jonah Fowler. She was raised in Skyreach, where her mother utterly failed to teach her to be a proper lady. Eventually she was forced to give up and let Nym bash men with sticks.

At some point, Vaelor became her squire.

#### **Abilities:**

* **Rider**: She's a very good rider, having
* **Hunter**: Her pokemon attack with her very good
* **Fortress**: Lots of DR
* **Steelheart**: MAGIC (shh, she doesn't know)

#### **Pokemon:**

* **Cobalt** (Skarmory): Oddly colored!
* **Brass** (Dodiro): Very fast!
* **Chrome** (Lairon): After watching Gareth beat the shit out of his companion, he gave 0 shits and joined the party in return for food.
* **Bismuth** (Totodile): Her egg was found after her parent died fighting an unusually large Whiscash. Nym hatched it and has been raising it.
* **Sawsbuck** (Sawsbuck): Befriended in the Prince's Pass, just outside Nightsong. His forest was destroyed by a snorlax, and the party took it down.
* **Bastiodon** (Bastiodon): A gift from her father. Currently still an egg.

#### **Relationships:**

* **Yoren**: Certain implications into which others read (she totally wanted his dick).
* **Gareth**: Thinks he's hot, but seems to find him frustrating.
* **Ashara**: They seem to get along alright, but haven't talked much
* **Mellei**: They talked once, it was nice
* **Vaelor**: Her squire. Either Nym likes him okay but is a bit careless, or she is intentionally making his life hell. It's unclear.
* **Lord Jonah Fowler**: Her father.
* **Lady Ella Fowler**: Her mother.
Ser Bright

*"Knights of Skyreach, to me! Let no brigand escape with his life!"*

#### **Appearance:**

A strong young man with a proud demeanor. He has light brown hair with matching eyes. His longsword has a intricate, black hilt. He wears a black cloak with his personal crest, a white sun rising over a green mountain on a gold field.

#### **Personality:**

He seems devoted, honest and reliable. A trusted knight who is known to work hard and play hard.

#### **History:**

Ser Bright apparently has some distant relationship to the Fowler line. He is a Sworn Knight of Skyreach, and Lord Fowler's master at arms, and occasionally Castellan.

#### **Abilities:**

Chivalrous Combat

Training Squires
Ser Drinkwater

*"Lord Yorick is not here. Nor his father, or his son. But if he can not leave his bannermen and his only daughter to carry on his memory, what is left?"*

#### **Appearance:**

A tall man with long hair and dark skin. He dresses in traditional Dornish clothing rather than a knight's armor and carries an Arakh and a dagger.

#### **Personality:**

Seems very rash and stubborn, and doesn't have the head for politics. Seems to hate House Fowler on principle.

#### **History:**

Mostly unknown, but was a landed knight serving Lord Yorick Yronwood. When Castle Yronwood burned and he learned that Ashara had survived, he assumed that she was taken prisoner and travelled to Skyreach to try to rescue her.

#### **Relationships:**

* **Ashara**: His Lady, seem to want to protect her and serve her interests
* **Lord Fowler**: Hates and distrusts him
House Dayne

House Dayne of Starfall is a noble house from Starfall in Dorne. They are among the principal houses sworn to House Martell. The Sword of the Morning is a title given to a Dayne knight who is considered worthy of wielding the greatsword Dawn, a blade said to be created from the heart of falling star. Their blazon is a white sword and a falling star, crossing on a lavender background. A cadet branch of the family are the Daynes of High Hermitage.

House Dayne is one of the most ancient houses in the Seven Kingdoms, claiming First Men ancestry dating back ten thousand years to the dawn of days. The first Dayne is said to have raised Starfall on an island at the mouth of the Torrentine, having tracked a falling star there and found a stone of magical powers. His descendants became Kings of the Torrentine and Lords of Starfall. Along with the Fowlers and Yronwoods, the Daynes were among the most powerful and prestigious houses of ancient Dorne. The Daynes are also famed for Dawn, their ancestral sword made from the fallen star, and the men who wield it, the Swords of the Morning.

At the beginning of the Westeros-Braavos war, House Martell commanded the Marquess houses of Dorne to refuse the Crown's call for banners. House Dayne ignored the command, and sent aid to the crown. Princess Martell then passed judgment on the Lord for the alleged betrayal. The Lord, and his wife were both executed, and rule was passed to the cadet branch. The heir, Lady Dyanna is now fostered at Skyreach.
House Tully

House Tully of Riverrun is one of the Great Houses of the Seven Kingdoms, Lords Paramount of the Trident, rules over the riverlands from the seat of Riverrun. Their sigil is a silver trout leaping on a striped field of blue and mud red, and their house words are "Family, Duty, Honor."

House Tully is an old noble house of First Men origin, dating back to the Age of Heroes, though they never ruled as kings. House Tully rose to prominence during Aegon's Conquest, when Lord Edmyn Tully led the rebel riverlords who deserted Harren Hoare, King of the Isles and the Rivers, and instead supported House Targaryen. Following the burning of Harrenhal, Edmyn was rewarded with dominion over the riverlands by Aegon I Targaryen as the first Lord Paramount of the Trident. The Tullys remained one of the more modest members of the Great Houses for for several generations, though their wealth and influence has grown.

Lord Elston is a soft-spoken man, widely respected for his wisdom, and a former Hand of the King.

Lord Elston held his position as Hand through the majority of the war. Eventually, Elston took it on his own authority to travel to Bravos as a diplomat and representative of the Crown. The terms of the negotiations are not widely known. Yet by the time Elston had returned home, nearly all Bravosi ships had set sail back across the Narrow Sea, and Elston was discharged as Hand of the King. Lord Elston returned to Riverrun to see to the recovery of his lands in the coming spring.

Lord Elston is the sire to many respected knights, ladies married into notable houses all across the Kingdoms, and two Archmaesters. Elston’s son, Edmyn still sits on the Small Council as Justicar.

####
Maester Jaeha

*"Discretion is part of my oath, My Lady."*

#### **Appearance:**

Jaeha is a slim lad with a smooth, feminine face. He wears a simple maester's robes, and a short maester's chain. He has unusual, pale hair and crimson eyes.

#### **Personality:**

Jaeha is soft spoken. His mannerisms often seem nervous or annoyed, though he always attempts to speak with polite words. When treating a wound or a fever, his hands are confident and reassuring. He seems to know a good deal about medicine and berries.

#### **History:**

Jaeha arrived at Skyreach alongside Mel. He seems very young for a maester. It has been revealed that Mellei somehow assisted in his studies.

#### **Abilities:**

* Medicine: Have you been injured? You had best see the maester.

* Berries: Yum

#### **Pokemon:**

* Storm: A black murkrow
* Pyke: A purple murkrow
* Snow: A white murkrow
* Waters: A blue murkrow
* Flowers: A Tropius that grows a variety of berries.

#### **Relationships:**

* Mellei: His business partner, and *not* his wife.
Ricard

*"I'll be ready soon, Ser Gareth! Don't leave without me!"*

#### **Appearance:**

Blond hair and blue eyes with tanned skin. A bit on the scrawny side, wears leather armor.

#### **Personality:**

An excitable boy who goes starry-eyed at the slightest hint of valor.

#### **History:**

The sixth-born son, he spent most of his life working on his father's farm. However, at the festival for the new year, he won a boxing tournament and caught Ser Bright's eye. Three months ago he was recruited as a squire for Skyreach. When the party went north for the tournament at Highgarden, he was assigned to be Gareth's squire.

#### **Pokemon:**

* **Mudkip**: Found and befriended in the Dornish swamps.

#### **Relationships:**

* Ser Bright - Was recruited and trained by him
* Gareth - Has been assigned as his squire