recursal/Fanatic-Fandom huggingface dataset:
Control Water

**School**: Transmutation (Water); **Level**: Technomancer 4 (can only be learned with Supernal guidance)

#### ***Casting***

**Casting Time**: 1 Standard Action

**Components**: V, S, DF, M (A pinch of dust to lower water or a drop of water to raise it)

#### ***Effect***

**Range**: Long (400ft + 40ft / Caster Level)

**Area**: Water in a volume of 10 ft./ Caster Level by 10 ft./ Caster Level by 2 ft./ Caster Level

**Duration**:  10 minutes / Caster Level

**Saving Throw**: None; **Spell Resistance**: None

#### ***Description***

This spell has two different applications, both of which control water in different ways. The first version of this spell causes water in the area to swiftly evaporate or to sink into the ground below, lowering the water’s depth. The second version causes the water to surge and rise, increasing its overall depth and possibly flooding nearby areas.

*Lower Water*: This causes water or similar liquid to reduce its depth by as much as 2 feet per  caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression  whose sides are up to caster level x 10 feet long. In extremely large and deep bodies of water,  such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft  downward, putting them at risk and rendering them unable to leave by normal movement for the  duration of the spell. When cast on water elementals and other water-based creatures, this spell  acts as a slow spell (Will negates). The spell has no effect on other creatures.

*Raise Water*: This causes water or similar liquid to rise in height, just as the lower water version  causes it to lower. Boats raised in this way slide down the sides of the hump that the spell  creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the  water can spill over onto dry land.

With either version of this spell, you may reduce one horizontal dimension by half and double the other horizontal dimension to change the overall area of effect.
Gaseous Form

**School:** Transmutation; **Level:** Mystic 3 / Technomancer 3 (can only be learned with Supernal guidance)

#### ***Casting***

**Casting time:** 1 Standard Action

**Components:** V, S, C (A small
piece of gauze or a wisp of smoke)

#### ***Effect***

**Range:** Touch

**Target:** One willing
corporeal creature touched

**Duration:** 2 minutes / Caster
level

**Saving Throw:** None ; **Spell Resistance:** None

#### ***Description***

This spell makes the caster *Incorporeal f*or its duration, but they cannot physically affect anything that is not corporeal. It is also limited by physical constraint, as they are gaseous, not really incorporeal like a ghost, but they can change size to slip into holes, cracks into walls or gaps in a turbolift door.
Venedaemon

**Initiative**: +2

**Senses**: *Arcane Sight,* Darkvision 60ft*,* Perception +11

**HP**: 64

**DR**: 5 / Good or Silver, **Immunity** Acid, Death effect, Disease, Poison **Resistance**Cold 10**,** Electricity 10, Fire 10; **SR** 16

**Fort**: +5 **Ref**: +7 **Will**: +8

#### *Offense*

**Speed**: 30ft; Fly 30 (Average); *Void travel*

**Attack** (melee): 1D4 Tentacles +9 (1D6 + 6 Kinetic (Bashing), Crit: Grapple)

**Attack** (ranged): Caster Gun +10 ((Level of the spell sacrificed)D8+6 Energy (Force), Range 90ft, Consumes 1 spell slot.)

**Special Attack:** Swallow Souls

**Spell-like abilities:** (CL 6th; Concentration +9)

At will --

Command Cacodaemon (W DC 18)

3/day --

Dimension Door

Dispel Magic

Slow (W DC16)

1/day --

Summon (Level 3, 1 Venedaemon 50% or 2d4 Cacodaemons 70%)

**Sorceror Spell Known:** (CL 6th, Concentration +9)

3rd (4) -- Hold Person (W DC 16)

2nd (6) -- Invisibility, Microbot Assault

 1st (7) -- Charm Person (W DC 14), Magic Missile, Jolting Surge, Overheat (R DC 14)

#### *Statistics*

STR +1 DEX +2 CON +3 INT +6 WIS +3 CHA +3

**Feats**: Agile Casting, Combat Casting, Master Crafter, Spell Penetration

**Skill:** Acrobatic +9, Bluff +11, Disguise +11, Mysticism +14, Perception +11, Sense Motive +11, Stealth +10

#### ***Special Abilities***

**Command Cacodaemon** (Sp): As a swift action, this fiend can command the weaker cacodaemons as if using the Suggestion spell, with a +2 bonus to the Save DC. It can command a cacodaemon to feed it a Soul Gem using this ability.

**Swallow Soul** (Su): This fiend can feed on souls held within a soul gem as a swift action. The venedaemon can then use a spell it knows without using a spell slot or fire its Caster Gun without expanding a spell slot. The HD of the creature contained in the Soul Gem determines the maximum level of the spell that can be used or the power of the Caster Shot.

**Spells:** A Venedaemon casts spells as a 6th-level Technomancer.
Vampiric Mist

**Initiative**: +8

**Senses**: Darkvision 60ft, Sense Blood, Perception +7

**HP**: 42

**Fort**: +4 **Ref**: +5 **Will**: +5

**Defensive Abilities** amorphous; **DR** 5 / Magic or Fire; **Weakness** Vulnerable to Fire

**OFFENSE**

**Speed**: Fly 50ft (Perfect)

**Attack** (melee): Touch +7 (1D6+3 Energy (Negative) + Blood Siphon)

#### ***Statistics***

STR -- DEX +4 CON +3 INT -1 WIS +1 CHA +0

**Feats**: Improved Initiative, Toughness

**Skill:** Acrobatics +10, Perception +7, Stealth +10, Survival +7

**Special Quality:** Blood Overdose, Misty Form

#### ***Special Abilities***

**Blood Siphon** (Ex): On a successful melee attack, the Vampiric Mist draws blood from its prey into itself. This deals 1D3 Constitution damage, and for every Constitution point damaged in this way, it regains 1D8 hit point. Hit points healed in excess become Temporary Hit Points for the Vampiric Mist, up to a maximum equal to 12 + CR of the Vampire Mist (generally 15). These hit points last 1 hour before vanishing.

**Blood Overdose** (Su): When a Vampiric Mist has Temporary Hit Points due to their Blood Syphon ability, they become much more powerful and it speeds them up significantly. It gains a +2 Insight bonus to their AC and Reflex saves and can take an extra Move action every round.

**Misty Form** (Ex): As with many other creatures native to the Plane of Air, Vampiric Mists are composed of solidified air. This makes the Vampiric Mist able to traverse areas as small as 1 inch in diameter, like holes and cracks in walls, with no reduction in speed. The Mists are not capable of entering water or other fluids and is treated as 2 sizes smaller in regards to wind effects.

**Sense Blood** (Ex): Like a shark, a Vampiric Mist can detect the presence of exposed blood within 1 mile. In addition, any warm-blooded creature within 60ft are scented out by the Vampiric Mist, even if they are invisible. When using the Survival skill to track a warm-blooded prey, they can move at full speed.

### Description

Vampiric Mist are a creature native to the Plane of Air, generally close to gates to the Underworld. They are made of the same condensed, solidified gases like Invisible Stalkers, Mihstu and other aerial beings. Like many of these beings, the Vampiric Mists are very dangerous, predatory creatures which stalk and attempt to kill any who would enter their territory. They can survive for extensively long times without feeding, but unlike some other elemental beings, they do require sustenance from a warm-blooded prey every few months. Vampiric Mists sometime hide on derelict ships, hunting any scavengers who would enter them.

### Tactics

Vampiric Mists do not have very profound strategic knowledge, acting mainly on instinct. They will track down a target as quick as possible to gather as much blood from it as it can. They generally prefer to concentrate their attacks on a single target when fighting a group rather then spreading them around, killing one target before fading away. It will likely come back later to prey on another target once it is hungry again, if at all possible.
Transmute Rock to Mud

**School**: Transmutation (Earth); **Level**: Mystic 5, Technomancer 5 (can only be learned with Supernal guidance)

#### *Casting*

**Casting time:** 1 standard action

**Components:** V, S, M/DF (Clay and water)

#### *Effect*

**Range**: Medium (100 feet / Caster Level)

**Area**: up to 20 cubic feet / Caster Level

**Duration**: Permanent

**Saving throw:** See text; **Spell resistance:** No

#### *Description*

This spell turns natural, uncut, or unworked rock of any sort into an equal volume of mud. Magical stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a -2 penalty on attack rolls and AC. Brush or similar material thrown atop the mud can support creatures able to climb on top of it. Creatures large enough to walk on the bottom can wade through the area at a speed of 5 feet.

If transmute rock to mud is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out in a pool at a depth of 5 feet. The falling mud and the ensuing cave-in deal 8d6 points of bludgeoning damage to anyone caught directly beneath the targeted area, or half damage to those who succeed on standard Caster Reflex saves.

Castles and large stone buildings are generally immune to the effect of the spell, since transmute rock to mud can’t affect worked stone and doesn’t reach deep enough to undermine such buildings’ foundations. However, small buildings or structures often rest upon foundations shallow enough to be damaged or even partially toppled by this spell.

The mud remains until a successful dispel magic or transmute mud to rock spell restores its substance but not necessarily its form. Evaporation turns the mud to normal dirt over a period of days. The exact time depends on exposure to the sun, wind, and normal drainage.

Transmute rock to mud counters and dispels transmute mud to rock. Learning one of the two spells teaches the other for free.
Create Food and Water

**School**: Conjuration; **Level** Mystic 3 (can only be learned with Supernal guidance)

#### ***Casting***

**Casting time**: 10 minutes

**Components:** V, S

#### ***Effect***

**Range:** Close (25ft)

**Effect:** Create food and water to sustain up to 3 Medium size or 1 Large size creature / Caster level

**Duration:** 24 hours

**Saving throw:** None ; **Spell Resistance:** None

#### ***Descriptions***

This spell creates a good quantity of food which is highly nourishing, but rather bland, much like biopaste, but with a rather better taste and texture. The food created this way remains edible for 24 hours, and afterwards spoils. The water created is similar to rain water on the caster's homeworld, and remains good as long as it isn't spoiled naturally.
Festrog

*(Ghoulis Bacilli infection, second generation)*

Medium Monstruous Humanoid (Ghoul)

**Initiative**: +5

**Senses**: Darkvision 60ft, low-light vision, scent Perception +6

Light-sensitivity

**Speed**: 40ft

**ACs**: KAC: 15 EAC: 14 CMan: 23 (+1 Dex, +4/3 Natural armor)

**HP**: 18

**Fort**: +3 **Ref**: +5 **Will**: +1

**Attack**: 2 claws +5 (1D6+3 K, Wound on Crit) or 1 bite +6 (1D8+4 K, Paralysis DC 14)

STR: +3 DEX: +1 CON: +2 INT: -2 WIS: +1 CHA: -2

**Feats**: Improved Initiative

**Special Attribute**: Four legged run

**Skill**: Perception +6, Stealth +7, Survival +6

### **Description**

A rare subset of the creatures Ghoulis Bacilli infection, Festrog occur as a second generation mutation from original prion infected beings. While the parent creatures might be completely humanoid, festrogs are far more bestial in shape and mentality, which a lot of scientists believe is a degenerative mutation caused by the prion. The Festrog bite is just as potent as the regular ghouls in terms of paralysis, but they are generally less infectious overall then their cousins. The biggest difference is just how fast the creature can become once it runs at full speed on all four limbs, often surprising those facing them. Luckily, it seems that Festrogs are infertile.
Transmute mud to rock

**School**: Transmutation (Earth); **Level**: Mystic 5, Technomancer 5 (can only be learned with Supernal guidance)

#### *Casting*

**Casting time:** 1 standard action

**Components:** V, S, M/DF (Sand, lime and water)

#### *Effect*

**Range:** Medium (100 feet / Caster Level)

**Area:** up to 20 cubic feet / Caster Level

**Duration:** Permanent

**Saving throw:** See text; **Spell resistance:** No

#### *Description*

This spell permanently transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral).

Any creature in the mud is allowed a Reflex save to escape before the area is hardened to stone.

Transmute mud to rock counters and dispels transmute rock to mud. Learning one of the two spells teaches the other for free.
El Greco

*"Call me, Doménikos, El Greco is just a suger candy suck in your teeth."*

* Work

**Doménikos Theotokópoulos,** otherwise known as **El Greco** (エル・グレコ *Eru Gureko*), is a character in the otome game **Palette Parade**. He is the representation of the Spanish  painter of the same name and is part of the Manual movement.

## Appearance

El Greco is depicted with tan skin, short gray hair and blue eyes.

He wears a white patterned top, blue shawl, black pants, and brown cowboy boots. He also wears silver cuff earrings and a brown belt.

## Personality

El Greco can fight but can't communicate with others casually. He doesn't hate people, but rather is just not good at talking.

His interests include writing and doing things with others.

## Historical Background

The real-life El Greco was a painter, sculptor and architect of the Spanish Renaissance. "El Greco" was a nickname, a reference to his Greek origin, and the artist normally signed his paintings with his full birth name in Greek letters, Δομήνικος Θεοτοκόπουλος (*Doménikos Theotokópoulos*), often adding the word Κρής (*Krēs*, "Cretan").

El Greco was born in Crete, which was at that time part of the Republic of Venice, and the center of Post-Byzantine art. He trained and became a master within that tradition before traveling at age 26 to Venice, as other Greek artists had done. In 1570 he moved to Rome, where he opened a workshop and executed a series of works. During his stay in Italy, El Greco enriched his style with elements of Mannerism and of the Venetian Renaissance taken from a number of great artists of the time, notably Tintoretto. In 1577, he moved to Toledo, Spain, where he lived and worked until his death. In Toledo, El Greco received several major commissions and produced his best-known paintings.

El Greco's dramatic and expressionistic style was met with puzzlement by his contemporaries but found appreciation in the 20th century. El Greco is regarded as a precursor of both Expressionism and Cubism, while his personality and works were a source of inspiration for poets and writers such as Rainer Maria Rilke and Nikos Kazantzakis. El Greco has been characterized by modern scholars as an artist so individual that he belongs to no conventional school. He is best known for tortuously elongated figures and often fantastic or phantasmagorical pigmentation, marrying Byzantine traditions with those of Western painting.
HMS StarVandel

**Builders:**

Romax Clanhold

**Operator:**

Tiger Clan, Elven Star Empire

**Preceded:** Various class of battleships

**Suceeded by:** Vilnarius-class

Completed for the Star Empire: 62

Completed for the United Clanholds: 2

**Type:** Battleship, super-heavy.

**Displacement:** 72 000 space tons

**Length:** 264m

**Propulsion (space):** Quad Ion turbine, Twin magicite tokamak

**Propulsion (warp):** Twin Hydrogen-Deuterium warp drive

**Propulsion (jump):** Internal Calculation Engine

**Effective range:** 10 jumps before refuelling is required, up to 180 Warp jumps.

**Crew:** 480 crewmen, 320 marines

4 x Dual Apocalypse-class Superheavy fusion cannons

6 x Dual Inferno-class heavy fusion cannons

4 x Triple Firestorm-class light fusion cannons

*Starboard arrays:*

4 x Dual Apocalypse-class Superheavy fusion cannons

6 x Dual Inferno-class heavy fusion cannons

4 x Triple Firestorm-class light fusion cannons

*Defensive arrays:*

22 x 20mm M81A2 Anti-Pod / CIWS Gatling railguns

24 x Anti-missile laser arrays

**Shields:**

510 Churchill-rated shield generators, with Neutron and Laser hardening.

**Armor:** Lunarsilver-orichalcum-tungsten alloy, ranging from 220mm to 610mm

**Combat Frame complement:** 12 MachTek-class Walkers, 6 TorinGel-class Walkers

**Shuttle complement:** 4 GoldSara-class transport shuttles

### Description

Flagship of the Lion Clan and one of the key ships in the Protectorate War, the His Majesty's Ship StarVandel was commanded by Junius "StarNacred" Golanria, a nephew of the current Emperor, and current head of the Lion Clan. Junius had always been quite close with the Terrans, as he was one of the first member of the Elven nobility to meet with some of the Terran people, favouring meeting the average people rather then their politicians and diplomats. It is sadid that StarNacred would have played a game of football with the famour Alain Allard, of the Allard family.

As a warship, the StarVandel was at the time the pinnacle of military might in the Imperial fleet. Armed with 16 superheavy fusion cannons and 24 heavy fusion cannons, it provided the vessel with extreme range and firepower. It could not be compared with almost any other ship until the first Korrenian Dreadnoughts were launched. While the Terran Confederation had their battlecruisers and their rare pocket battleships on the Etherite Front, the StarVandel could single handedly change the course of a space battle, matching at least 3 Protectorate battleship on its own.

The StarVandel was instrumental during much of the Protectorate War, Grey War and part of the Korrenian Conflict, but it was damaged beyond repair during the defense of StarNacred after the end of the Conflict against Union forces.
Equipment scaling

## Weapons

While most weapons you can acquire comes from a reputable (or so) merchant or the quartermaster of most military outfits, some types of weapons are incredible as they come from supernatural realms, are built using ancient technology or simply unique. These types of weapons would rapidly become outmatched by higher Equipment Level items over time, but there are generally ways around it.

### Original modifications

Most of these types of weapons that can be upgraded first need to be modified for use by the average mortal. Some are simply too alien as they come from supernal realms, others employ antiquated technology which needs to be updated to be efficient again or sometimes, they simply are too unwieldy for someone with two (or even four) hands to wield properly.

Initial modifications to these weapons generally require an Engineering or Mysticism check with a difficulty of 15 + the Current Item level of the piece of equipment. Afterward, the weapon can be used "normally", negating most of the penalties attributed to them. Some weapons also need to have their power supply replaced, like a Barbazu Devil Glaive, as it sometimes feeds on the inner magical power of a being or some such matter. Generally, this type of upgrade will let the weapon use a Standard Battery Pack.

### Further upgrading

Each of these types of weapons will have various upgrades from their original mode, each of which will require another Engineering or Mysticism check with a difficulty of 15 + the new Item Level to be completed, as well as a copious amount of credits and potentially hard to find resources. The weapon stat block will tell you what upgrades you get from further upgrading your weapon.

### Unusual Ammunition types

Some weapons will require rare or strange types of ammunition, like toxic liquids or strange biological compound. Crafting those unique ammunitions will often require Life Science or Physical Science checks with a difficulty of 10 + the original level of the weapon, and provide enough for one full magazine for the weapon.
Purify Food and Water

**School**: Transmutation; **Level**:  Mystic 0

**Components**: V, S

**Target**: 1 cubic foot of water and food / Caster Level

**Duration**: Instanteneous

**Saving throw**:  Will negate (object); **Spell Resistance**: Yes (Object)

#### ***Description***

This spells turns food and water that is poisoned, tainted, spoiled or otherwise inedible perfectly suitable for eating. This spell does not prevent further decay of the matter, nor does it revert completely transformed matter into edible matter. Many Elven ration packs contain a small ampule with this spell infused into it which breaks and casts the spell on the ration as it is opened.
Quench

**School**: Transmutation; **Level**: Mystic 3

**Components**: V, S, DF

**Area of Effect**: one 20ft/square area or 1 Magic Item

**Duration**: Instantaneous

**Saving Throw**: None or Will Negate (object); **Spell Resistance**: Yes (object)

#### ***Description***

This spell is used to extinguish non-magical fires within an area, and is rather popular among Elven spaceship crew. When affecting magical fire, this spell can dispel it by succeeding a Caster Level check against a DC of 8 + Caster Level of the supernatural fire source. You can also use this spell to target a magical item which controls or creates fire. The item loses all fire-based properties for 1D4 + Caster Level hours unless it succeeds a Will save against this spell.

Creatures with the Fire sub-type in the area of effect take 1D6 damage per Caster Level (maximum 10D6) when affected by this spell unless they succeed a Will save, in which case the damage is halved.
New Racial Feats

## So'Dar Jet Dash

**Prerequisite:** So'Dar or Korrenian.

**Benefit:** When running, you move seven times your land speed.

Whenever you jump, triple the height and distance you can jump. While running, you don’t gain the flat-footed condition.

**Special:** This replaces the Jet Dash feat for any So'Dar character.

## Disbelief of the Terran

**Prerequisite:** No level in any spellcasting classes, Terran

**Benefit:** Terrans have an apparent inherent resistance to fae powers and magic in general, quite likely as their species never had true magical powers. You gain a Spell Resistance of 8 + your character level + your character class related attribute modifier.

## Gnomish affability

**Prerequisite:** Gnome, trained in Diplomacy

**Benefit:** Gnomes are well accepted everywhere and nobody can get really angry at them. Whenever you encounter a NPC, its initial reaction to your character is 1 step better than normal (from Unfriendly to Indifferent, as an example).
Toledo-class Light Cruisers

**Builders:**

 Van Halsem Ship Factory, CCS Van Halsem (main producer)

MIC-Davies (under license)

**Operator:**

Terran Confederation

Apex Consortium

Etherite Federation

**Preceded:** Ontario-class Explorer

**Suceeded by:** Kuln-class Light Cruiser

Completed for the Terran Confederation: 14

Completed for the Apex Consortium: 16

Completed for the Etherite Federation: 6

Completed under license: More than 100

**Type:** Light Cruiser

**Displacement:** 34 000 space tons

**Length:** 185m

**Propulsion (space):** Triple Ion turbines

**Propulsion (warp):** Hydrogen-Deuterium warp drive

**Propulsion (jump):** Buoy Connection

**Effective range:** 8 jumps before refuelling is required, up to 240 Warp jumps.

**Crew:** 160 crewmen, 180 Marines

**Armament:**

4 x Triple Mjolnir-class medium particle cannon turret, 2 top, 2 bottom, front mounted

2 x Double Mjolnir-class medium particle cannon turret, 1 top, 1 bottom, rear mounted

8 x Double Valient-class light particle cannon turrent, 4 on each wings

16 x Gaebulg Missile launchers, 2 x 4 on each wings

36 x 20mm GM61A railgun CIWS

**Equipment:**

 Ramscoop

Warp Disruptor Array, front mounted

**Shield:**

2 x 160 Churchill-rated shield generators, later upgraded to 170 and 190 rated.

**Armor:** Titanium-tungsten alloy, ranging from 160mm to 460mm)

**Drone bay:** 4 SkyEye drones, 8 Predator drone

**Shuttle bay:** 1 Mark IX shuttles

**Combat Frame complement:** 1 ED-416 Walker

As the production line for the Ontario-class was stopped as the Protectorate War began, the ones that were already started were rapidly converted to a more military minded version of the same hull. Stripping a lot of the technical and scientific equipment, the four front turrets were loaded with an additional medium particle cannon and the number of wing-mounted missile launchers were doubled, from two groups of 4 to four groups of 4. The exploration ship tractor beams were taken out as well, replacing it with a single warp disruptor and using the remaining power to power the additional weapons and the increased shield power. The Ontario-class ramscoop was left on the ship as it was integral to the chassis, making the Toledo-class one of the cruisers with the longest possible range in the Imperial Allied forces.

The Toledo-class was never produced in a large quantity, as the military procurement rules favoured the more popular Kuln-class, but the class remained in operation until far later then was originally expected, mostly due to its ability as a super long range patrol ship, especially with the miniaturization of the ICE system. The basic hull design was purchased and copied by multiple Apex shipyards over the years, a lot of them falling in the hands of privateers and private military contractors.
Baal'Zan

## Description

The homeworld of the Baal'Ken and the capital of the Baal'Ken Hordes, Baal'Zan is a rich world of plains and plateaus where the Forga'Ken roam and the Baal'Ken rustler herd. While it is open to the rest of the Known Universe at this time, the planet population remains largely Baal'Ken as the few large cities remain trading hub for the travelling Hordes and their cattle. A single orbital elevator in IlKhan's Rest connects the ground to the orbit in a simple way, with most of the heavy industries being in neighboring towns where aircrafts can land.

As such, the majority of the sedentary Baal'Ken population lives on Baal'Sud, the largest of the two continents of the planet, with Baal'Jan having a significant population of cattle herders with port cities connecting with the other continent. While Forga'Ken remains the most common cattle raised, importation of Elven and Terran cattle have diversified the trade by a significant amount. While there remains a few large mining communities on the planet, orbital and asteroid mining has replaced most of that line of work since the Protectorate Invasion and the development of space travel. With an orbital elevator to allow easy transport of good from orbit to the ground and vice-versa, there are no issues with the mineral wealth of the star system.

Both moons of Baal'Zan are exploited as well, with minimal atmosphere on the second moon, Baal'Muran, allowing for a permanent settlement of workers living there thanks to Gravity Normalization. With the rapid growth of colonizable territories throughout their sectors, the population of Baal'Zan has been going down in recent time as emmigration leads people to new lands.
AB-116 "Zapata"

**Designer:**McDonald-Siddeley

**Manufacturer:**Baal'Gen orbital manufactory (primary)

**Operator:**Baal'Ken Hordes, Dread Ones, various private military contractor

**Number produced**: Around 17 000. An orbital manufactory was captured by Dread Ones and a large number of customised AB-116 were built outside of regular licensees.

**Empty** **Weight:**19.1 metric tons

**Loaded Weight:** 29.3 metric tons (with all attachment loaded)

**Height:**4.8 meters

**Crew:**1 pilot

**Shields:**45 Churchill-rated generator

**Armor:**Lunar Polymer Beta, 48mm average

**Powerplant:** 1 Unicorn Super 120 Ion turbine

**Combat Range:** Up to 5 warps without external tanks loaded

**Maximum speed:** Regular operational speed of 1090 m/s

#### **Armament:**

2 35mm "Devastator" railgun, nose mounted, internal

**Hardpoints:**

1 nose mount for additional guns (pair of 35mm railguns or pair of Starfire-class Neutron blasters)

1 undercarriage mount for heavy weapons (Bunkerbuster torpedoes or 55mm antiship railgun)

2 underwing mounts for standard weapons (additional gunpods, Boomslang SRM, various MRM, rocket pods or anti-ship bombs)

2 undewing mounts for special weapons or equipment (40mm Armor/Shield Piercing Discarding Sabot railgun, HARPOON, various MRM, Anti-Radiation missiles, heavy anti-ship bombs)

2 Loosecannon plasma blasters, nose mounted, internal

**Hardpoints:**

1 nose mount for additional guns (pair of Loosecannon or pair of Starfire-class Neutron blasters)

1 undercarriage mount for heavy weapons (Goremaker torpedoes or Gallant-class Plasma gun)

4 underwing mounts for standard weapons (additional gunpods, various SRM, various MRM, rocket pods or anti-ship bombs)
Bombastic Diary

## Overview

*Bombastic Diary* (2000) is the first solo album by Maximum Coherence's bassist Trevor Dutton. The album was released shortly after *Maximum Coherence During Flying* (1999), and was the second official release on the In-Phase Records label.

The image is of the paper used as the album cover.

## Track Listing

1. Uplift In Retrograde
2. Somber, Luminous
3. Fun Surge
4. Estranged
5. Feelgood Ditty for Taylor
6. Marijuana Space Invaders
7. Wonky
8. Megazilla
9. Within My Mind Again

## Trivia

* Track 7 is a cover of a Morbid Vex song, from an unspecified release. Morbid Vex is an earlier incarnation of Maximum Coherence.
* The disc has no label, only silver.
The Frejthiverse

### Reality

The Frejthiverse is the very thing that contains all the realms and planes of existance.

connected by vast networks of memeticaly generated paths, expanding across all time and space.

### The Retro Realm

this realm is clouded in confusion and waves of Vapor and bright lights, it is the home to the strange beings know as the Retrons, they are considered anomalies in the Frejthiverse

#####

#####
Lonely Creatures

## Overview

*Lonely Creatures* (2017) is the fourth full-length release from Jupe Jupe. It combines new wave, indie rock, and Americano influences to create a unique sound. It was released on September 19th, 2017, on the Jupe Jupe Music label. Two singles were released prior to the album's release: "Haunts And Hates," and "Faith In What You Hear."

## Track Listing

1. Faith In What You Hear - (4:42)
2. Stranger Days - (5:01)
3. All So Wrong - (4:43)
4. High On The Hill - (5:27)
5. The Soft Machine - (3:53)
6. A Shadowed Sun - (5:43)
7. Haunts And Hates - (4:35)
8. In Reflection - (3:27)
9. Blind By Memory - (4:29)
10. To Fill The Frame - (3:44)

(Total run-time: 45:49)
Rusting Grasp

**School**: Transmutation; **Level**: Technomancer 5 (can only be learned with Supernal guidance)

#### *Casting*

**Casting time**: 1 standard action

**Components**: V, S, DF

#### *Effect*

**Range**: Self

**Target**: One ferrous target, either equipment or living metal creature

**Duration**: 1 round / Caster Level

**Saving throw**: None; **Spell resistance:** Yes

#### *Description*

Any iron or iron alloy item you touch crumbles into rust. If the item is so large that it cannot fit within a 3-foot radius, a 3-foot-radius volume of the metal is rusted and destroyed. Magic items made of metal are immune to this spell.

You may employ rusting grasp in combat with a successful melee attack. Rusting grasp used in this way instantaneously reduces both AC of the target by 1d6 points for AC granted by metal armors (to the maximum amount of protection the armor offers) through corrosion. Most combat armour still rely heavily on alloys and metals to provide protection to their user.

Weapons in use by an opponent targeted by the spell are more difficult to grasp. You must perform a Sunder combat maneuver to effectively hit the weapon. A metal weapon that is hit is destroyed. Striking at an opponent’s weapon provokes an attack of opportunity, unless you have the Improved Combat Maneuver (Sunder) feat . Also, you must touch the weapon and not the other way around.

Against a ferrous creature, like most robots and drones, rusting grasp instantaneously deals 3d6 points of damage + 1 per caster level per successful attack, which ignores Damage Reduction.
Portal

## Overview

*Portal* (2003) is Maximum Coherence's third studio album, and the final one as a full band. The album was released to little fanfare, first being announced on the website shortly before its release on the band's private label, In-Phase Records. The album functions more like a compilation than a coherent release, as many of the songs were written solely by individual band members. The album is significantly more lighthearted than previous releases, with songs like "Yancy" and "Good Deeds Club." There is no hidden track on this release, unlike the band's other releases. Around the time of the album's release, Maxco had begun performing more all-ages shows, which could account for the more juvenile sound of *Portal*.

## Track Listing

1. Dale Arden - (5:21)
2. The Vine - (4:56)
3. Reverie - (6:29)
4. Beehive - (3:40)
5. Tippy Toes - (8:23)
6. Time - (2:48)
7. Good Deeds Club - (2:19)
8. Yancy - (4:04)
9. Forgotten - (5:51)
10. Lewis & Clark - (6:40)

(Total run-time: 50:15)

## Trivia

* Some lyrics from "Yancy" are missing on the inside of the booklet. This is a first for the band, as all lyrics were listed correctly in their debut album.
Stone Shape

**School**: Transmutation (Earth); **Level**: Mystic 3, Technomancer 4 (can only be learned with Supernal guidance)

#### *Casting*

**Casting time**: 1 standard action

**Components**: V, S, M (Soft clay), DF

#### *Effect*

**Range**: Touch

**Target**: Stone or stone object touched, up to 10 cubic feet +1 cubic foot per Caster level

**Duration**: Instantaneous

**Saving throw**: None; **Spell resistance**: None

#### *Description*

After this spell is cast, you can shape a stone into any form that suits your needs. While it is possible to make crude objects with this spell, like chests, doors and chairs, fine details are just impossible to do with this spell. There is a 30% - 1% per Caster level chance that if the object created has moving parts (like a lid) that the object will not move anyways.
Abovethestars

## Overview

*Abovethestars* (2001) is the first and only studio album by Italian prog-rock band Blind Mirror. It is a finished version of their much longer demo CD with no vocals that they handed out at concerts. JT Martin of Tryptic and Chasca sings and plays flute on some songs.

## Track Listing

1. Man and Machine

2. Drifting Alone

3. Outside the Inside

4. Turning the Wheel

5. The Day Has Gone

6. Snake in the Trees
Un padre entra a un bar

**Un padre entra a un bar** es el noveno episodio de la primera temporada de Lucifer.

## Resumen

Un cura que sospecha que un centro juvenil se convirtió en frente para contribuir drogas le pide ayuda a Lucifer. Amenadiel y Malcolm tienen una charla sincera.

## Reparto

* Lauren German como Chloe Decker
* Kevin Alejandro como Dan Espinoza
* D.B. Woodside como Amenadiel
* Lesley-Ann Brandt como Mazikeen
* Scarlett Estevez como Trixie Espinoza (sólo créditos)
* Kevin Rankin como Malcolm Graham
* Rachael Harris como Linda Martin
* Harrison Thomas como Connor
* Adam Bartley como Doyle Crain

## Navegación

1. Piloto
2. Quieto, Lucifer. Buen diablo.
3. El presunto Príncipe de las Tinieblas
4. Cosas de hombres
5. Lindos zapatos
6. Hijo favorito
7. Compañero alado
8. ¿Et tu, doctor?
9. **Un padre entra a un bar**
10. Papi
11. San Lucifer
12. EquipoLucifer
13. Regrésame al Infierno
Maximum Coherence During Flying (Album)

## Overview

*Maximum Coherence During Flying* (1999) was Maximum Coherence's first full-length album under the Maxco name. It was released on the band's private label, In-Phase Records, to moderate reviews. It is the first release on the label. The album explores themes of blind faith, as well as delving into the bizarre, describing monsters and space pilots. An advance promo disc was also released around the same time as the album and was distributed to radio stations in the Austin and San Marcos, Texas area. It contained three tracks cherry-picked from the main release.

## Track Listing

### **Main Release**

1. Beginning - (1:57)
2. Piggymossum - (5:39)
3. Jason Starfighter - (6:14)
4. Zoom - (11:01)
5. Primogenitaur - (5:17)
6. Processional - (3:08)
7. Crusade IV - (4:26)
8. Man In The Speaker - (6:31)
9. Polestoker - (3:26)
10. Sterile Hands - (10:00)
11. 1/2 Tranquil - (7:48)
12. End - (7:24)

(Total run-time: 1:12:59)

(There is a hidden track after the cricket sounds fade out on "End")

### **Promo Disc**

1. Man in the Speaker
2. Piggymossum
3. Jason Starfighter

## Trivia

* A music video for a pre-*During Flying* version of "1/2 Tranquil" was produced by the band under the name [Untitled]. The video has only been mentioned by Trevor Dutton in a 1995 interview, and was aired only a few times on an Austin-based music television channel. The video has not been found.
* Samples in the album include:

- *"Days of Heaven"* film, on "Beginning" and "Piggymossum,"

- Brother Stair's *"Hour of our Time"* shortwave transmission, on "Man In The Speaker"

- *"The Holy Mountain"* film, on "Polestoker."

* A robotic voice on "Jason Starfighter" screams "annihilate," a reference to the evil Daleks from the television series *Doctor Who*.
* A quote on the inside cover reads, "File management is NOT rock n' roll." This may be a reference to the fact that much of the time mixing the album was spent on computers.
* Supposedly, almost the entire album was recorded in various band member's bedrooms, excluding the symphonic opener and closer of the album.
* *During Flying* is available to stream here:

https://www.youtube.com/watch?v=ook1qs7S-Ts&t=186s
Cut-Up Kisses

## Overview

*Cut-Up Kisses* (2014) is a track-by-track remix album of each song on Jupe Jupe's *Crooked Kisses* (2014), similar in nature to Gorillaz/Spacemonkeyz' *Laika Come Home* (2002). It was released on Jupe Jupe Music on November 4th, 2014.

## Track Listing

1. Love to Watch You Fall (Lusine Remix) - (04:55)

2. Never Ask Why (Hanssen Remix) - (05:10)

3. Pieces of You (Head Like A Kite Remix) - (05:33)

4. Hollow (Erik Blood Remix) - (04:37)

5. All the Things We Made (Rick G. Nelson Remix) - (05:22)

6. New Stars in the Sky (Mike Simonetti Remix) - (06:16)

7. Darkness (The Cheebacabra Remix) - (05:12)

8. Vicariously (Waco Girls Remix) - (06:46)

9. Whispers Kill (OCnotes Remix) - (04:52)

10. Autumn October (Eleventh Hour Remix) - (04:13)
Tryptic Secret Music Sessions

## Overview

The Secret Music Sessions is a treasure trove of unreleased Tryptic material recorded after the release of *Rabble Gadgets Divine* (1998). Italian Maestro Christiano Roversi played bass on "Ram." Plans for an official release were scrapped when keyboardist Mike Harrison was kicked out of the band by JT Martin and Ian Brooks. The band dissolved shortly afterwards.

## Planned Release Track Listing

1. Sneaky Pete
2. Tish The Fish Bite
3. Bigger 'N Dallas
4. Terra Lingua
5. Darling Marie
6. Noble Men Of Napoli
7. Aqualeia
8. Celestial Computers

### Unused Tracks

* Audiella Fiorella Novella
* Long September Days
* Slow Motion
* Banasteriopsis
* Salvation\*
* City In Bloom
* Ram
* The Road I Can't Find
* Atlantic Bridge

\*"Salvation" was later re-recorded by Chasca, and released on the *Barbarians EP*\*
Rabble Gadgets Divine

## Overview

   *Rabble Gadgets Divine* (1998) is the first and only studio album by the Austin prog rock band Tryptic, who Trevor Dutton of Maxco played for. JT Martin, Mike Harrison, Bill Hammon, and Ian Brooks made up Tryptic at the time, though it had many member changes over its 10+ year run, with the only constant member being Martin. Martin and Harrison adapted the name of *Rabble Gadgets Divine* from a subtitle of a Genesis song called "Supper's Ready." Brooks has since expressed anger over this decision, which he attributes as solely Harrison's idea.

## Track Listing

1. Delphinium
2. Amphigory
3. Galaxy Down
4. Harlequin (i. Another Dreary Tuesday at Corporal Kuntz's All-Night Drink and Droopery, ii. In The Office of Messrs. Glib and Glam, iii. Showtime - Captain Mozart in the Land of Beelzububble)
5. Elegy
6. Fenrist - the alchemist
7. The Great Escape
8. Chaos in F# (visited)
9. Marathon (i. The Superstential Running Man, ii. Soupe du Soliel, iii. Passing on (the constant of time), iv. Last Leg?, v. The Superstential Running Man VS. The Eternal Continue)
10. Alphonse (the magic conductor)

**Rejected Track:**

* Muscle and Bone (Chaos in F#, revisited)
Reduction In Drag

## Overview

*Reduction In Drag* (2011) is the second studio album by Jupe Jupe. It was released on November 1st, 2011, on Jupe Jupe Music.

## Track Listing

1. Headlong To Ground - (4:18)
2. Suspicion - (5:15)
3. Olympic Garden - (3:30)
4. Hanging Rock - (4:35)
5. Stalker - (4:01)
6. Once Around The Sun - (4:07)
7. The Fire Curtain - (5:02)
8. Piranha - (4:20)
9. El Topo - (4:11)
10. The Raincoats of Cherbourg - (6:10)
Tinman and Falcon

## Overview

*Tinman and Falcon* was created by Bryan Manzo and My Young of Maximum Coherence and Jupe Jupe, and by visual artist Ryan Steans. The project consisted of a full double album of original music (titled *A Spy Named Lonely*) by Manzo and Young, with accompanying comic book visuals by Steans. The concept was pitched to the Wachowski brothers (creators of *The Matrix* franchise) and Brad Pitt, but the idea never went anywhere. For some time, the entire musical portion of *Tinman and Falcon* was available for download on the now-defunct official website, but the links to the music have since stopped working.

## Track Listing

### DISC ONE:

1. **Overture: Spy Named Lonely.** Brief introduction of plot and characters as well as title theme
2. **A Stranger Approaches (the Proposition).** A grieving man asks Jack Vegas to find his
lost love
3. **Enter the Dame.** Vegas, now in pursuit, finds the girl. However, she is not what he was expecting...
4. **Lovesong.** It would seem that Vegas and the girl, Vera Lonely, were meant for one another. She sings of her love and joy.
5. **The Morning After**.The narrator interjects a point the Vera missed in her rapture. Life can be tempestuous for detective and spy; evil is always lurking.
6. **A Quick Meeting with Danger.** Vegas and Lonely are lost in each other, however, the vile henchman Gripper has set out to find them, and find them he does. But, by the quick actions of Vegas they escape, this time.
7. **The Gripper.** Vegas tells Lonely the story of the monster that is pursuing them.
8. **In a Dark Alley.**Gripper finds them again, but this time there is no escape

### DISC TWO:

1. **Entr'acte (while you where away)**. The sweet remembrance of love during a time of loss.
2. **Jailbreak.** After being interrogated by the police, Lonely escapes with her cellmate, the troubled Miss Kitten.
3. **Transmission from Robot Planet.** An agent for Robot Planet, code name Tinman, is activated for duty.
4. **Empire with You.** The evil Archibald Nemesis sings of his plans for Lonely, if he can find her.
5. **Funeral and the Aftermath.** Alone the grief struck Lucius Falcon staggers into a bar, the "Turnabout", seeking solace in a bottle
6. **Inside the "Turnabout".** Two local yokels are picking on a Robot; action that Falcon cannot stand idly by and watch.
7. **Inside the Turnabout** Falcon stands up for the Robot and starts to take a beating. However, the Robot (Tinman) has been programmed with a Life-Debt Failsafe, and though he would rather leave the scene he is now forever in debt to the drunk who stood up for him.
8. **Conversations at Breakfast.** It is the next morning and Falcon wakes to find that he is in the apartment of a strange Robot who is trying to explain why they are now and forever partners.
9. **Reprise.** The narrators recapitulate our feelings.

***End of Episode 1***

## Links

http://www.melbotis.com/2003/06/tinman-and-falcon.html

https://web.archive.org/web/20040122060122/http://www.tinmanandfalcon.com:80/

## Other Information

    If you find any works belonging to *Tinman and Falcon*, please notify the creator of this wiki immediately.
Invaders

## Overview

Invaders (2010) is the first studio album by Jupe Jupe. It was released on Jupe Jupe Music on October 5th, 2010.

## Track Listing

1. Invaders - (00:57)

2. Something About Love - (04:47)

3. If I Could Go Back In Time - (04:24)

4. Add As Friend - (04:46)

5. Texas Endless - (04:11)

6. Saturday, A Lovely Day - (04:50)

7. Um, Rude - (03:29)

8. Adrift, Apart, Away - (04:32)

9. The Grand Drape - (05:52)

10. The Fading Din - (05:12)

11. Orbiter - (03:19)

12. Outvaders - (02:33)
Palette Parade Wiki

## About the game

Palette Parade (パレットパレード *Parettoparēdo*) is an Otome game for smartphone and PC that focuses on the player's relationships with historical artists. The game puts the player in the role of a woman who answers a help-wanted ad from the Palette Art Museum, and who ends up working alongside a reverse harem of handsome young men based on some of history’s most influential Western painters as they attempt to turn around their under performing institution. The game is being developed by Clay Tech Works.

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.
Jupe Jupe + Maximum Coherence Wiki

## "Come Explore, Future Avioniks"

http://jupejupe.wikia.com/wiki/Category:Albums

## Welcome to the Jupe Jupe + Maximum Coherence Wiki

This wiki is dedicated to documenting all releases by the fantastic prog-rock band Maximum Coherence, and its Synth-Pop revival, Jupe Jupe. Not all songs have been found by us yet, so please help complete the database!

## Describe your topic

"Maximum Coherence: a thrilling pop-rock hybrid - an evocative mix that simultaneously rouses the intellect and inspires audiences to dance. Their's is a bizarre and poetic sonic journey. Maxco’s roster of instruments includes guitar, synthesizer, bass, drums, male and female vocals, glockenspiel, and an array of electronic treatments. In this orchestra, the band’s diverse musical sensibilities combine."

(description adapted from biography on band's website: https://web.archive.org/web/20030921201232/http://www.maximumcoherence.com:80/)

"**Jupe Jupe creates dark and danceable pop music layered with crooning vocals, atmospheric synths, shivering guitars, and driving beats."**

(credit to http://www.jupejupemusic.com/biography/)

## Latest activity

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File:Placeholder
This Is A Blackout

## Overview

*This Is A Blackout* (2006) is the second album by Pleasurecraft, the precursor to Jupe Jupe. It was released on July 14th, 2006.

## Track Listing

1. The Silent War
2. Equal To X
3. Sunset Photography
4. Misbehavior
5. I Know What They Say About Me
6. Stockholm Syndrome
7. Curious Smile
8. Another Quiet Signal
9. Broken
10. Atmosphere One Nine
11. When We Were Invisible
Crooked Kisses

## Overview

*Crooked Kisses* (2014) is the third studio album by Jupe Jupe. It was released through Jupe Jupe Music on March 4th, 2014. A remix album was released shortly afterward.

## Track Listing

1. Pieces of You - (05:09)

2. Never Ask Why - (04:26)

3. Love to Watch You Fall - (05:04)

4. Whispers Kill - (04:21)

5. All the Things We Made - (05:13)

6. Autumn October - (05:05)

7. Vicariously - (04:14)

8. Darkness - (05:31)

9. Hollow - (04:16)

10. New Stars in the Sky - (05:39)