recursal/Fanatic-Fandom huggingface dataset:
Nora Wayne

## Nora Alison Wayne/Lance

Last: Wagon Maker/Servant

### Aliases

Goody Two Shoes, Smartass, Show Off, Miss. Know It All, Blackbird, Batgirl, Black Canary, Nor, Ali, Miss. Wayne, Miss. Lance, Mrs. Queen

### Occupation

Star City DA, Vigilante; Star City Attorney (formerly)

## Physical Description

### Hair Color, Length & Style

black (naturally), blonde (dyed), blonde (dyed)

## Relationships

### Relatives

Bruce Wayne (father);
Dinah Laurel Lance (mother; deceased);

Jason Queen (boyfriend);

Noah Wayne (son);
Rachel Queen (daughter);
Matthew Queen (son);
Teghan Queen (daughter);
Jacqueline Queen (daughter);

Amelia Wayne (sister);
Robert Queen (m. step-brother);
Jessica Queen (m. half sister);
Alexandra Queen (m. half sister; daughter figure);
Theo Queen (m. half brother);
Olivia Queen (m. half sister);
Damian Wayne (p. half brother);
Amberle Wayne (p. half sister);
Connor Hawke (m. adopt. brother);
Sin (m. adopt. sister);
Richard Grayson (p. adopt. brother);
Johanna Grayson (p. adopt. sister);
Jason Todd (p. adopt. brother);
Timothy Drake (p. adopt. brother);
Cassandra Cain (p. adopt. sister);
Layla Castillo (p. adopt. sister);
Barbara Gordon (sister figure);
Stephanie Brown (sister figure);

Charles Knight (adopt. nephew by Layla);
Dylan Kyle (adopt. nephew by Layla);
Khyan Knight (adopt. nephew by Layla);
Madeline Nigma (adopt. niece by Layla; deceased);
Emily Knight (adopt. niece by Layla; deceased);
Daniella Kyle (adopt. niece by Layla);
Maria Knight (adopt. niece by Layla);
Hannah Lockett (niece by Jessica);

Tristen Wayne (p. aunt);
Sara Lance (m. aunt);

Angela Turren (adopt. cousin by Tristen);
Michael Turren (cousin by Tristen);
Gracelynn Wayne (cousin by Tristen);
Thomas Wayne II (cousin by Tristen);
Calleigh Wayne/Wilson (cousin by Tristen);

Martha Wayne (p. grandmother; †);
Thomas Wayne (p. grandfather; †);

Dinah Drake (m. grandmother);
Quentin Lance (m. grandfather);
Richard Drake (m. great grandfather);

For *Extended Family* See Wayne Family Tree

## Location

### Place of Living

Star City, California & Gotham City, New Jersey
Xenon

File:Placeholder (Xenon).png
*****Xenon***** is a **active** **role-playing** video game in the *Svea* series, currently in development.

## Gameplay

* Free movement/positioning.
* Basic attack, auto, while moving.
* Limited amount of actives equipped, with cooldown and without mana.
	+ Cooldown relative to level?
		- Or level cooldown.
	+ Actives often have effect depending on position relative to target.

* Tension.
* Chain.
	+ Costs all of Special resource, but refreshes all Actives for its duration.
	+ After its duration, Actives return to normal.
	+ In *Xenoriginal*, Chain causes an interrupt from normal gameflow, which can seem repetitive and annoying.

### Natural Debuffs

* Stagger
	+ Removes Topple resistance.
	+ Most enemies have <100% Stagger resistance.
* Topple
	+ Most enemies have ~100% Topple resistance.

## Heroes

 Backstab
 Storm Strike
Darkspawn (Artifice)

*Purge*

*Embodies loneliness.*
**Darkspawn** is an enemy in *Artifice*. It appears in every area once its natural inhabitants are rendered extinct. Depleting every habitat (filling them with Darkspawn) lets the player fight the superboss Darkeater.

## Inspiration

https://78.media.tumblr.com/77e97058b749cf78bea0a3a9488a367f/tumblr\_inline\_nuhpv7cLm21sj7j3d\_1280.png
Bofa

**Bofa** is a **simulated-time** **role-playing** game in the *Svea* series.

## Combat

Up to three of the playable characters are placed in the **active party** to fight directly, the rest constitutes the **passive party**. Heroes in the active party have the **cooldowns** of their abilities frozen; in order to recharge abilities they must be **swapped** out with members of the passive party. Furthermore, Heroes have **support abilities** that can only be used when passive, that will be used automatically once recharged.

### Order & Combos

Each unit in the active party act in **order**, from the first to the last. By using abilities in sequence, a **combo** is started. When certain abilities are followed up by others, generally an elemental ability with another element, the second **transforms** into a stronger ability of a new element.

The first unit is also the first to act, and called the **initiator**. The effects of its abilities will carry over to the rest of the combo in the form of **hits**; for example, an initiator using an ability that deals *burn* build-up will cause the next ability used to deal a weak hit that also deals *burn* build-up, as will the last ability. If the second ability used also deals *burn* build-up, the third ability will deal two hits; such a combo will have an easy time inflicting build-up status effects.
Arc

**Arc** is an **archetype** in *Stark*. It revolves around placing cards in the Afterlife (AL) to use their effects.

## Single-player campaign

Arc — Pupage♡ ◇☆ I∙ Unit ∙ Arc.PropertiesIf this card has stamina when destroyed, it is sent to the AL instead of the GY.Actions**Arc Summon**Scope:AL.Pay 1 stamina with this card; Special Summon this card from the AL.⚔ BlastArc — Roubird♡ ◇☆☆ I∙ Unit ∙ Arc.PropertiesIf this card has stamina when destroyed, it is sent to the AL instead of the GY.Actions**Arc Summon**Scope:AL.Pay 1 stamina with this card; Special Summon this card from the AL.Acts*Attacks***Rebirth Flame**This effect can only be used if this card was at one point summoned with "Arc Summon".Pay 1 stamina with this card; deal 1 damage to all enemy units.⚔ BlastClear Out◇∙ Non-Unit ∙ ArcActivationScope:Primed.Triggered:Your opponent deals damage to your Life points.Compulsory activation.Pay 1 stamina with this card; send 1 "Arc" unit from your hand to the AL if possible, otherwise GY.
Cosmetic

Since **weaponry** vary only in weapon types and not weapon strength, i.e. only one broadsword may be found, **cosmetics** are used to add variation to **equipment** in the *Svea* series. Additionally, acquiring a weapon cosmetic also grants an **upgrade material** specific to that weapon type.

**Outfits** on the other hand do not change combat in any capacity, and acquiring such a cosmetic grants a player upgrade material.

Cosmetics worn are randomized frequently; this is so that the player does not get used to wearing just their favorite cosmetics without ever trying new ones. They are still allowed to change the current cosmetics at any time. This option can be disabled in the settings as well, but the toggle has a note by the developer to try to experiment more themselves.
Transportation

**Transportation** is a theme in the *Svea* series.

## Aqueduct

Water flows via **aqueducts**. Throughout certain games, the player is able to reroute water to flow via these ducts, at the same time enabling shortcuts as the player is able to travel via waterways through transportation (unless blocked off by a grate).

## Postal

Letters are delivered by the **postal service**, from **mailboxes** to another.

## In other video games

* *Metal Gear Solid 2*.
* *AM2R*.
Witch

**Witches** are recurring in the *Svea* series. They are an extremely powerful all-female group living in isolation from one another and the world, with a tendency to form a maternal bond with dragons.

Witches and their children tend to appear frequently as superbosses.

## *Chime*

### Elina of Hemwane

**Elina** is a powerful witch of **Hemwane**. She appears as an optional boss in the subgardens, accompanied by her dragon, **Vaegar**.

Phases:
1. Elina fights alone, casting powerful sorceries.
2. Vaegar appears from above, but stays out of reach. Elina uses the same moveset, but Vaegar occasionally flies across the screen breathing fire from above.
3. Elina is downed, and Vaegar enters the stage in rage. It will now stay in reach, but use far more devastating melee attacks.
Upgrade

**Upgrades**, also known as **levels**, in the *Svea* series are the primary way to increase a Hero's potential. These include direct stat increases, such as maximum health, more abstract ones, such as stamina regeneration speed, and in some cases the unlocking of new cooldown-**abilities** to be used in battle, such as Heavy Slash.

One of several aspects may be chosen to be spent a **generic upgrade resource** upon, typically **mite** or **coin**, which increases its **level** one stage and increases the cost of the next upgrade. The increase depends on what aspect was upgraded, and its current level.

The player may not upgrade an aspect beyond its **potential** or **cap**. Where the resource to upgrade an aspect is *generic*, the method to increase an aspect's cap is **specific**.

The generic upgrade resource is attained by defeating enemies, where the cap increases are attained by completing quests and making progress.

Some games have additional factors to consider in battle, such as equipment, that is not present in every game. In games with **weaponry** (*Chime*), weapon types can be upgraded, and acquiring cosmetics increases that weapon class's upgrade cap. In games with **jobs** (*Articiple*), the job can be upgraded, and simply defeating enemies in that job increases its upgrade cap as well as feature the option to split upgrade cap progress with other jobs.

## Reward

Upon receiving an upgrade as a reward, the player regularly gets to select 1 out of 3 to acquire. No upgrades are rendered unavailable, the player has to receive a non-selected upgrade at a later point. Available options are generated depending on what the player has chosen prior, without utilizing randomness.

## *Artifice*

SurvivalHealth1Stamina1ChargeDealing damage1Added statusSteal1↓Defense↓1↓Damage↓1↓Topple↓1↓Support↓1↓Speed↓1↓Accuracy↓1↓Evasion↓1↓Charge↓1Status affinity↓Defense↓1↓Damage↓1↓Topple↓1↓Support↓1↓Speed↓1↓Accuracy↓1↓Evasion↓1↓Charge↓1
Chrona

**Chrona** is an **archetype** in *Stark*. It revolves around using future cards, i.e. cards from the Deck, generally 1-5 cards from the top of the Deck, as materials for Plus summons, or as Tribute fodder.

As such, many "Chrona" cards have effects that activate when sent from the Deck to the GY, as well as sending cards from the Deck to the GY. In contrast, most "Chrona" cannot utilize cards that are present.

*Inspiration: Using Foolish Burial to send Dandylion from the Deck to the GY, gaining 2 Tokens.*
## Single-player campaign

Chrona – Gearbox Grinder♡ ◇☆ I∙ Unit ∙ Chrona① Presence: Enables Future Tribute.⚔ StrikeFuture Sight◇∙ Non-Unit ∙ ChronaSee what is to be.ActivationReveal 3 cards from the top of your Deck to both players.Add 1 Level-2 or above "Chrona" unit to your hand.If the unit is not Summoned before the 3rd End Phase after this card's activation, send the unit to the GY.Chrona — Stout Knight♡ ◇☆☆ I∙ Unit ∙ ChronaThe chrona knight is stout.PropertiesThis card can initially not be Special Summoned by effects other than its own.Summoning**Chrona Summon**Scope:Hand."Chrona Summon" can only be activated once per turn, regardless of the card that activated it.Reveal 3 cards from the top of your Deck to both players, then send them to the GY.Add conditional Summonstones to your hand, equal to the combined level of units sent to the GY by this effect.These Summonstones may only be used on "Chrona" units, and expire at the end of the turn.1Chrona — Clockwork Baby♡ ◇☆☆ I∙ Unit ∙ Chrona.PropertiesThis card can initially not be Special Summoned by effects other than its own.Summoning**Chrona Summon**Scope:Hand."Chrona Summon" can only be activated once per turn, regardless of the card that activated it.Send the first "Chrona" unit in your Deck to the GY; Zero Summon this card.1Chrona — Timestamp Treasure♡ ◇☆☆ I∙ Unit ∙ Chrona.Reactions**Chrona Tribute**Scope:Deck.Triggered:This card is sent from your Deck to the GY/AL.During your next Draw Phase, draw an additional card.1
Build

**Builds** are applicable in most games in the *Svea* series to some degree, mostly so in *Chime*.

# v1

* Goal: Be able to create very extreme versions of fighters, as they will be completely dedicated to 1 playstyle.

## Examples

* A build completely dedicated to attacking with consumable items.
* An extremely tanky fistfighter.
* A bow-only build. This build would allow it to use ranged weapons freely, unlike any other build.

## Categories

* The player creates a build by making a selection in each of two categories. This can be changed at any time, but each selection must be upgraded individually.

1. Style
	* Tank – Greatly increases stun resistance.
	* Nimble
2. Fighting style
	* Weapon only
	* Weapon & Shield
	* 2-handed Weapon
	* Dual Weapon
	* Attack Magic
	* Fistfighter/Brute
	* Archer
	* Items

## "Valves"

* "**Valves**" exist in a build system as well, in a certain fashion.
* The player gets to determine how dedicated they are to a specific aspect of a build, by reducing the proficiency in other actions.
* This is not tied to stats; rather, the proficiency in weaponry, or resistances.
* And since the increased aspect is always the same; valves only reduce other aspects to increase the same 1.

* If the player wants a purely dedicated tanky fist-fighting brute build, they drag down "Weapon Proficiency"; this increases all tanky brute aspects instead.

# v2

## *Chime*

In *Chime*, players in particular may choose to focus on either of two "stat paths".

 Brute: Unarmed
 Brute: Armed
 Gallant
 Gallant: Unarmed
 Gallant: Armed
 Ranger

### Intentions

* Be able to create characters where unarmed is as strong as armed attacks.
* Strongly differentiate between slow+strong builds and agile ones.
Dyson

**Dyson** is a real-time multiplayer game in the *Svea* series. The players compete, starting at a home planet in 2020, to leave their solar system and conquer the other players' neighbouring systems.

Dyson is the term for a sphere surrounding a solar system's star, redirecting solar energy to colonized planets.

## Time skip

Periodically, time will advance in increasingly large steps. The players need to create robust frameworks for automatic development with each step.
Score

In a few games in the *Svea* series, mainly those with repeatable content, the player is **scored**. Unlike traditional single-value high scores however, the player is scored in several categories, and as such need to replay the same content with a different focus to gain high ratings in each category, as they often cannot be completed in tandem. This includes defeating enemies, gathering collectibles, and finishing as fast as possible. The average of all players are collected, and the player's performance is shown in comparison.

With non-lethal combat, most bosses can be reawakened to be fought again; the player is de-leveled to the boss's level. Due to this feature, bosses in all games are scored in multiple categories as well.
Effect-item separation

In the *Svea* series, separating **items** from their **effects** when used in battle is a concept that is very tied to **auto-recover**; by the player not knowing that the intended outcome comes from an item, or that this way of attaining the effect is limited in quantity (the option simply disappears when unavailable), the player will be less likely to be hesitant in using it. Often used along auto-recovery, this concept differs in that augmentative and ailment effects are also included.
Artifice/Progression

*This article is, ironically, in progress.*
**Progression** of ***Artifice***.

.

Svea arrives in the coastal city of <>, seeking information. She goes to have an audience with the patron, but is dismissed by the guard.

She begins to gather information from the townsfolk. She encounters a wounded townsperson and asks about it.

Svea now leaves the town to go southward, fighting minor critters on the way.

She eventually tracks down the large Anubite.

The Anubite spots her and attacks.

Svea is able to fight back the beast. In desperation however, it sprouts wings, and its irises become sharp.

Shocked, Svea is overpowered and knocked down, and the beast flees.

Svea activates her Last Resort Support ability to heal herself, then gives chase.

Catching up to the Anubite, she sees it stretching its wings.

Svea uses her Delay Sabotage ability to knock it off.

The creature's flight is interrupted.

She strikes, initiating the next fight.

.

Svea intervenes, striking at Ludwig's foe.
Heal

Restoring health, or **healing**, is often a **real-time** action in the *Svea* series, and uses a **limited** resource that only replenishes at the checkpoints. This forces the player to restore their health with caution, as this action leaves the player vulnerable to attacks, as well as having to ration out their healing.
Accuracy

**Accuracy** is a mechanic in the *Svea* series. Prior to a hit, an ability inflcits **build-up accuracy** on its target. If the amount of build-up accuracy exceeds the target's **evasion**, the ability will connect. Leftover accuracy carries over as the build-up is reset.

The effect of this system ensures that damaging abilities will almost always miss on the first hit, but eventually guarantee a hit. Abilities that inflict breakage on the other hand will almost always hit, consequently furthering the player's ability to connect with a damaging ability. This allows the healing party member to keep up with predictable damage, rather than gradual or by random chance.

While toppled, evasion becomes 0, allowing all abilities to hit guaranteed.

Effects that do not require a **hit**:

* Stability, or topple maintenance.
* Steal, the bar fills regardless.

Aesthetically, the damages do not **miss**, they are **blocked**.
Occuria

**Occuria** is an **archetype** in *Stark*. It revolves around cards whose effects rely on types and attributes. The Occuria are said to shape history and set its course.

## Single-player campaign

Occuria — Bline♡ ◇☆ I∙ Unit ∙ Occuria.Activation**Not Yet**This effect may only activate when Summoned normally from the hand.Target 1 Humanoid-type unit on your opponent's field; return it to the hand.⚔ Free EnergyOccuria — Hone♡ ◇☆ I∙ Unit ∙ Occuria.Activation**Need Still**Target 1 Humanoid-type unit in your opponent's GY/AL; return it to the hand.If done; Special Summon 1 "Occuria" from your GY/AL to your field.⚔ Free EnergyOccuria — Cyen♡ ◇☆ I∙ Unit ∙ Occuria.Activation**Halt Evoltion**Target 1 Advanced Civilization-type unit on your opponent's field; destroy it.⚔ Free EnergyOccuria — Xiel♡ ◇☆☆ I∙ Unit ∙ Occuria.Acts**Selective Stop**Secretly declare 1 Type (not including archetypes); if the next unit Summoned by the opponent is of the declared type, destroy it. If it isn't, destroy this card. This card cannot be activated again until the opponent has Summoned a unit and this effect has resolved.⚔ Free EnergyReins of History◇∙ Non-Unit ∙ ArcActivationScope:Primed.Triggered:Your opponent Summons a Humanoid-type unit.Compulsory activation.Pay 1 stamina with this card; return the Summoned unit to the hand.Realm of Dominion◇∙ Non-Unit ∙ ArcActivationPay 1 stamina with this card; declare 1 Type (non including archetypes).Until the end of this turn, all units on the field will also be considered to be of the declared type.
Enemy (Artifice)

**Enemies** in *Artifice*.

## Categorytree

  Enemies (Artifice)‎ (2 C, 6 P) Beep (Artifice) Darkeater (Artifice) Darkspawn (Artifice) Jor (Artifice) North-Eater (Artifice) Valok (Artifice)  Enemates (Artifice)‎ (4 P) Beep (Artifice) Leoroyae (Artifice) Leorvae (Artifice) Mull (Artifice)Category *Recruitable enemies (Artifice)* not found  Recruitable Enemies (Artifice)‎ (1 C, 10 P) Arcé (Artifice) Fiomé (Artifice) Jormund (Artifice) Mingle (Artifice) Ruggle (Artifice) Smid (Artifice) Springle (Artifice) Subar (Artifice) Teer (Artifice) Tungle (Artifice) Unrecruitable enemies (Artifice)‎ (empty)*no pages or subcategories*
Reaction

**Reaction abilities**, also known as **counter abilities**, appear in a select few games in the *Svea* series.

When applicable, a timed button input appears over the character's name / card. Successfully performing the corresponding input has the character use the ability, otherwise nothing will happen. Abilities used are sped up, but consume resources (time/stamina/support/...) as normal.

When more than one character is eligible for a reaction, both names are covered with their individual prompts, of which the player may only perform one. The ability to be used will be shown in every case.

Reaction abilities work in a **linking** manner; the player selects the manner of reaction and *equips* the response, and sometimes that has its own link subsequently. Some abilities may exclusively be used for reactions, and are known as **response abilities**, and take the place of *passive abilities* in other games.

Unlike upgrades, where the choice affects the *order* of player acquisition, reactions only link to a *limited* amount of abilities each. It is up to the player to prioritize which abilities to equip.

Reactions are susceptible to **disables**; when active, a reaction prompt will not appear and no response may be given.

## Reactions

* The player receives reaction prompts for all Heroes.
* Heroes rarely react to themselves, reactions are mostly ally- and team-based.
* Affinity takes a place in frequency of reactions.

 High tension
 Low tension
 Suffer critical damage
 Deal critical damage
 Fail critical damage
 Avoid critical damage
 Suffer status ailment
 Suffer topple
 Suffer death

## Response-exclusive abilities

 Auto-Med
 Auto-Potion
Norse

**Norse** is an **archetype** in *Stark*.

## Single-player campaign

Norse — Sæhrímnir♡ ◇☆ V∙ Unit ∙ NorseReactions**Endless Feast**Scope:Field.Triggered:This card is Tributed for a Normal Summon.Compulsory activation.Special Summon this card from the GY/AL during your opponent's End Phase.Acts**Fatten**Banish 1 unit in your GY/AL.Increase the Tribute value of this card by the Tribute value of the banished unit (min. 1), until the End Phase.1Refill◇∙ Non-Unit ∙ NorseActivationAdd "Norse — Sæhrímnir" from your GY/AL or Deck to your hand.Exhaust.Northern Sparkle◇∙ Non-Unit ∙ NorseActivationAdd 1 "Norse" unit from your Deck to your hand.Exhaust.Norse — Feastmaster♡ ◇☆ I∙ Unit ∙ NorseReactions**Feast Guard**Scope:Field, hand.Triggered:An effect targets "Norse — Sæhrímnir" on your side of the field, that would destroy it or cause it to leave the field.Compulsory activation.Destroy this card; negate the effect.If this effect was activated from your hand; also take 1 Life damage.1Norse — God Thor♡♡♡♡♡ ◇☆☆☆☆ V∙ Unit ∙ NorseProperties**Norse Summon**Triggered:"Norse — Sæhrímnir" is used as Tribute to Normal Summon this card.You may pay 1 less Stone to Summon this card.**God of Thunder**This card always has +1 speed to the opponent's in battle.4
Auto-equip

**Auto-equip** is a mechanic in a select few games in the *Svea* series. Upon entering a battle, a rare **Libra Stone** is automatically consumed to switch the user's gear to whatever will be most effective against the enemy; resistances take precedence.

* Example in *Final Fantasy X*:
	+ Facing the Geosgaeno will automatically equip the player with Ribbon armor if available, otherwise Stoneproof armor if available, otherwise Stone Ward armor if available, otherwise no changes.
Tutorial

**Tutorials** in the *Svea* series take place outside of the main game, and mainly to refreshen a player on the controls after a period of not playing. The beginning segment of most games does begin with an introductory segment to introduce the player to the game's mechanics.

## Challenge

After completing the tutorial, a number of **challenges** will appear, each testing the player on the mastery of the game's mechanics. Completing all challenges will unlock a certain feature in all save files.
Presentation

The ability to **present** "**items**" is a mechanic in most games of *Svea* series, and allows for special interactions with NPCs and the world. Important to consider that *abstract* concepts are rendered as "items"; this includes memories and events. Remembering a tune will allow the player to present it; a vocal message from a person to another can be presented to the latter. Multiple "items" may be presented at once, and certain interaction require specific combinations.

Area progression is frequently done by presenting the appropriate key, acquired by defeating the boss holding it, when approaching a gate. NPCs often require a certain item to be acquired and presented before advancing their quest. To be noted is that each named NPC in the games drops ashes named after them, that may be presented to NPCs to inform them of their significant other's passing.

Secrets, as well as shortcuts or skips, are present mostly in the form of presentation. By presenting the correct combination much before the player is supposed to know of it, they are able to progress much earlier. In certain cases, a substitute combination of items can be used with the same effect. Certain hidden options are acquired by presenting an item combination via solving a puzzle.

## Real-Time Time Slow Response

* An enemy sees you and shouts "Who Are You?"
* If nothing happens, they will figure out you're an intruder and open fire.

* The player can hold a button, which slows down time and allows the player to pick from a contextual menu of options.
* There are for example various ways to fake an identity.
	+ Dogtags.
	+ ID card.
	+ Costume (a bit outlandish).

* Having the player having to tangibly interact in such a way makes the game seem less automatic.
* But, it also gives the player a clear option to try something out.
* Always non-lethal.

* Pending:
	+ Some options may be incorrect in some situations?

## Examples

* Ashes of Lynn : Advances Huon's sidequest
* Moonlight Sphere – Sunlight Sphere : Unlocks the hidden bridge of light next to the archtree
	+ Substitute: Blueberry – Honey

## If Presentation existed in other games

* Dark Souls
	+ Upper Bell of Awakening – Lower Bell of Awakening : Opens the gate to Sen's Fortress.
Respawn point

**Respawn points** in the *Svea* series are often **manual** and **non-linear**; an earlier respawn point may be revisited at any time, and may become the shortest route to a destination if shortcuts are opened. Visiting a respawn point replenishes the player's healing resource.

Respawn points are not checkpoints; the game autosaves during gameplay, and falling in battle simply respawns the player and all enemies, progress made is not lost as a save file is not reloaded.
Map

The **map** is a feature in the *Svea*.

## Notes

* At any point during a conversation or elsewhere, the player can pull out a map and use the touchscreen to draw on it.
* As there is no in-game map markers, this is the way the player navigates.
* The player *needs* to speak to NPCs and read signs to navigate.
* This applies to sidequests as well.
* The player does have some tools to help with this.
* They can place an **interest areas** where they think a point of interest is within.
* Marking one, the player can **attach** drawings to it, in matching colours.
* The interest areas can be highlighted or minimized, which makes it a dashed radius without fill, and hides all attached drawings.
* Interest areas come in two shapes:
	+ **Point**, which is a large circle with a centerpoint whose radius can be altered.
	+ **Direction**, which is a rectangle from a center point, whose width and length can be altered.
* The player can also draw freely by not marking any point, which will always be black.
* The map has distance markers around it, so NPCs frequently give distances or ranges.
* The player is not prompted to bring up the map at any point; even blatant locations from NPCs give the player no indication to draw on the map. It is their responsibility.
Joshiso

**Joshiso** is an **archetype** in *Stark*. It satirizes the homophobic cotton ceiling movement. Their effects tend to target 2 units with types in common, which often powers up if the units' typings are near identical. This is designed to especially harm Domi and Bose archetypes, as they are mostly identical in typing.

## Single-player campaign

Joshiso — Gendrina♡ ◇☆ I∙ Unit ∙ JoshisoGendrina likes to see you fail.Summoning**H-hewwo? ;)**Scope:Your turn.Hand, Primed.Requires:Your opponent has 1+ units on their field, but none of the units are of the same Type.You may Special Summon this card.Activation**H-hewwo? ;)**Requires:Your opponent has 1+ units on their field, but none of the units are of the same Type.Your opponent must Special Summon 1 unit from their hand, if able, if the unit's Type matches any of their units on the field.⚔ Free EnergyJoshiso — Jenys♡ ◇☆ I∙ Unit ∙ JoshisoJenys does not enjoy being excluded from dating pools.Actions**Don't Exclude Me? ;)**Scope:Hand, Primed.Triggered:Your opponent has 2 units on their field of the same type.You may Special Summon this card.If the 2 opposing units has 1 or less differences in their typing (excluding archetype):Also add 1 Summonstone to this card after being Special Summoned.⚔ Free EnergyJoshiso — Viktima♡ ◇☆ I∙ Unit ∙ JoshisoViktima misrepresents statistics.Actions**Umm I'm literally the most Vulnerable???**Scope:Hand, Primed.Triggered:You have exactly 1 "Joshiso" unit in your GY/AL, while your opponent has 2+ units in their GY/AL.You may Special Summon this card.⚔ Free EnergyRights Rollback◇∙ Non-Unit ∙ Joshiso.ActivationRequires:Your opponent has 2 units on their field of the same type.Pay 1 stamina with this card; return 1 of those units to the opponent's hand. Exhaust.If the 2 opposing units has 1 or less differences in their typing (excluding archetype):The unit is instead returned to the Deck.No Attraction = Oppression!◇∙ Non-Unit ∙ Joshiso.ActivationRequires both:Your opponent has 2 units on their field of the same type (excluding archetype).You have a "Joshiso" unit on your field.Pay 1 stamina with this card; target 1 of your opponent's units. Your opponent's unit must attack your unit, but double the damage dealt by your unit during this battle only.If the 2 opposing units has 1 or less differences in their typing (excluding archetype):Also increase the speed of your unit by 2 during this battle only.Participation Not Optional◇∙ Non-Unit ∙ JoshisoJoshiso expects participation, insisting that others should refer to themselves as non-Joshiso, rather than not participating.ActivationTarget 1 non-"Joshiso" unit on the field.Pay 1 stamina with this card; the target will also be considered a "Joshiso", until it leaves the field.
Equipment

**Equipment** refers to **weaponry** and **outfits** collectively in the *Svea* series. Albeit not featured in every game, it is notable in a few, in particular *Chime*.

Weapon types are distinguished by their attack options, not their stats. Thus, weapon "classes" only contain 1 piece of equipment; i.e. only one broadsword can be found. In contrast, **cosmetics** can be found in plenty for both weapons and outfits. While changing the appearance of equipment has no impact on its stats, acquiring a new cosmetic will grant the player an **upgrade material** of that equipment type. Outfits have no stats, and so grant a health upgrade material.
Mull (Artifice)

*Purge*

*Mulls are usually buried deep underground, rarely seen by man.*
**Mull** is an enemate in *Artifice*.

## Abilities

### Actives

ⁿ/ₐSpins rapidly.
 Basic  Basic attack.  Beast 0

Template:Artifice/Active/Targeting

50  10
 Steel Claw  Swipes with claws of steel.  Mineral 100

Template:Artifice/Active/Targeting

10  5
 Ruby Beam  .  Mineral 100

Template:Artifice/Active/Targeting

10  5
 Lava Rock  . 100

Template:Artifice/Active/Targeting

10  5
10  5
 Cold Steel  . 100

Template:Artifice/Active/Targeting

10  5
10  5

### Passives

Spins rapidly.

Underground

Sandy Terrain

## Stats

* The Health of player-controller units cap at 1000.
Time Travel

**Time Travel** is a recurring feature in a few games in the *Svea* series. The implementation varies between the games in which it is used.

## Concurrent Timeline

Certain games use the **concurrent timeline** approach. The player is able to travel a set number of years into the future timeline, where the actions they have taken in the past timeline have taken effect. The two timelines, however, move forward simultaneously; the player's progress in the past is not undone when the player travels back, as they do not travel to point 0.

This option, however, is unlocked at a certain point in the game, allowing the player to truly undo their actions in the past, and completely resetting the impact they have made on the world. But, with future knowledge remaining, made into tangible memories to be presented to NPCs, they are able to reshape history. This is not that different from a time loop in the end.
Maker

**Maker** is a collection of game creation systems in the *Svea* series.

## *Lightning*

***Lightning*** is a game in the *Svea* series with full mobility outside of battle for minor platforming, whereas the battles are initiated via contact and transition. In-battle, enemies must be staggered via specific means in order to become vulnerable. The player character fights via consuming stamina, including for timed blocking. They are able to change their **genes** on the fly; this drastically changes their battle properties, in an attempt to specifically counteract the current enemy.

The ***Lightning* Maker** allows the player to customize their own stages. Pre-made enemies can be included, or the player can customize the parameters to make their own. Abilities available and unlockable order is customizable as well.

### Genes

Genes can be customized in both availability and effect.

Examples of Gene options include:

### Stagger

Stagger requirements of enemies are completely customizable, which lets enemies be tackled completely differently from the main game.

 1
 1

## *Duzzle*

***Duzzle*** is a game in the *Svea* series featuring a series of puzzlebox dungeons; the entire dungeon needs to be considered in order to navigate it. To this end, the player character often finds an item or ability in the middle; this recontextualizes certain obstacles found previously in the dungeon that the player has memorized, they can then travel back to these and overcome them with the new ability. The player has limited healing resource for each dungeon, that can optionally be replenished within the dungeon.

The ***Duzzle* Maker** allows the player to customize their own dungeons. The layout and features of dungeons' are the primary feature, but the player is also able to create and customize their own items. Multiple items can be acquired in a dungeon, and the player is also able to start with several.

### Dungeon Features

Dungeons often have manipulatable water levels that are triggered by switches; while underwater the player character can swim over holes, but is unable to push blocks.

Most dungeons feature the robust support for light puzzles; light needs to be transported from one end of the dungeon to another

### New Items

The player can create new items from scratch, following certain templates.

The *emitter type* is selected first. This can either be *melee*, *projectile*, or *full screen*. For melee, the range affected can be customized, from directly in front to a circular area around the player character. For projectiles, several properties can be selected as well, such as being multiples that spread out, or bouncing on impact with walls. Full screen properties include manipulating global switch states, i.e. ON/OFF blocks.
Aqueduct

**Aqueducts** are prominent in the *Svea*, most notably *Chime*, in which it serves as landmarks and paths to various areas out of the **castle**, and later as a form of fast transportation even within the castle itself.

**Svea**/**Sven** at one point attain the power to travel along currents of water. The castle contains a **distribution system** of flowing water up and down the castle interior in "**chutes**", of which the player is eventually able to access.
Navigation

**Navigating** the overworld in the *Svea* series is done without a mini-map or way marks. Additionally, the map is initially empty, filling in as the player explores, and does not display the player's current location or heading unless they can triangulate by nearby landmarks. The player is required to observe their surroundings, read path markers and speak to NPCs in order to navigate to their destination. To aid a lost player, when approaching a fork in the road, a small visual cue may appear to hint at the direction of a sidequest.
Battle (Artifice)

*Purge*
**Battle** in *Artifice* end when the units on a side have all fainted.

## Gallery

BattleBattle Card
Battle Menu Item (Basic Attack)Battle Menu Item (Aerial-type Basic Attack)Battle Menu Item (Beast-type Basic Attack)Battle Menu Item (Cold-type Basic Attack)Battle Menu Item (Heat-type Basic Attack)Battle Menu Item (Mineral-type Basic Attack)Battle Menu Item (Mystic-type Basic Attack)Battle Menu Item (Mythic-type Basic Attack)Battle Menu Item (Wood-type Basic Attack)
Assist Mode

**Assist Mode** can be enabled for most games in the *Svea* series. Doing so allows the player to customize the game's difficulty to their own liking, knowing that doing so is not the intended way to play the game.

Assist mode options are few, toggleable, and easily understood. No content is kept away, except for some entirely optional achievements. If the game or certain sections of it have **ratings** or are **timed**, Assist Mode will simply display the Assist Mode symbol. A similar thing occurs with **achievements**, where the game will notify the player of the achievement that they *would* have gotten if Assist Mode was not turned on.

At the start of a New Game, the game will *inform* the player that no difficulty modes exist due to the game being designed to overcome challenges, but explain the existence of Assist Mode in the settings.

## Start Screen

### Starting a New Game

New Game

🦋This game features no difficulty options, as it was designed with the intention of overcoming challenge.

However, if the difficulty makes the game inaccessible for you, you can turn on assist mode in the settings at any point.

SveaPlaytime: 01:10:10
## Menu

### Clicking "Assist"

#### Before agreeing for the first time

🦋Assist Mode allows you to modify the game to your liking.

No content in the game is rendered inaccessible as a result, and you can turn of assist mode at any point.

However, the game was designed with a specific difficulty in mind, and overcoming it is part of the experience. We recommend playing without if possible.

Would you like to view some assistance options?

#### Afterwards

AssistSettingsUltima SwordEmpowers your sword.

## Pending

### Stages/Level of Assist

* An arbitrary line of **how much** impact the Assist will have on the game.
* Allows the player to feel better about making the low-impact choices.
* Essentially something to convince the player not to press the *win everything*-button with every battle.
* *But* sort of breaks the idea of assist mode being accessible and non-judgemental.
* With this intention, labeling as "low", "medium", and "high"-impact is vital.
* Perhaps the *win everything*-button... should not be implemented in the first place?
* Increase damage by `x%`, however, definitely!
* The player should still have to *play* the game.

### New Save

* Turning on Assist Mode creates a **new save file** at that moment, with Assist Mode turned on.
* The current game, pre-assist mode, is saved right away as well.
* This allows the player to enjoy the content beyond the point they found too hard to clear, but also allows them to return to that point to challenge themselves yet again, and complete the game as intended.
* With this system, it is important that the save file and while playing it is visible that assist mode is active, and that this cannot be turned off.
Exil/Scenario

## Lower Cliffside of Morion

* **Sven** and a companion escapes the detainment camp, out onto the cliffs, on a large ledge that is "covered" from above.
* There are multiple enemy encounters along the way.
* After the first curve, the first enemy is encountered, a Beep that faces the wrong way.
* If the player alerts it to the player's presence, it will turn around and aggo.
* Its attack is a charge-up headbutt.
* At this point, the player only has their primary weapon. They still have full use of evasion and healing.
Makurdecid

**Makeurdecid** is a real-time game in the *Svea* series.

## Gameplay

* 3D Fighting game.
* Large arena with free movement.
* The player is automatically Z-targeted to the opponent, and will remain so regardless of distance or obstacles.
* Abilities are few but in sequences. Hitting the opponent naturally combos into the remainder of the attack.

### *Smash Bros.* vs *Dissidia*

* Since
	+ fighters are locked onto one another
	+ attacks are angled towards the fighter, regardless of their vertical position
	+ attacks may be disjointed and begin at the enemy's current position
	+ attacks are long sequences of events
* there is no directional input to change the type of attack used.
* Instead, button combinations are used to alter the attack used.
* Note that due to the above reasons, this would not work in a *Smash Bros.*-type game where the player needs to aim at the enemy fighter, and where directional attacks *matter*.
* There, a directional input system is much preferable.

### Controls

* No aerial difference.
* No directional input. Only combination inputs.
* Abilities are fixed, not changeable.
Necho

**Necho** is an **archetype** in *Stark*. It revolves around a group of occult mages that use the opponent's unit(s) as fusion materials, in order to gain strength. This is often referred to as a corrupt fusion or necrofusion. Appearance-wise, the units are "naked" until "clothed" by fusion.

Greatly inspired by Aleister the Invoker. Unlike Aleister, Necho units are an archetype of units, and target opponent's unit by an attribute or type each. Using targets from the GY results in a permanent power-up, while using targets from the field or AL only lasts until the end of the turn, with the target returning.

1. * Target a Light (▼∕▲) unit:
		+ Ⓐ On your opponent's side of the field or AL.
		+ Ⓑ In your opponent's GY.
	* Ⓐ Send the targeted unit to the opponent's GY.
	* Ⓑ Banish the targeted unit.
	* This card gains the following effect(s). Ⓐ At the End Phase of this turn, if the targeted unit is still in the GY, return it.
		+ Increase this card's attack damage by 1, and attack speed by 1.
2. * During your opponent's turn, when your opponent declares:
		+ Activate the "Merge" ability of 1 of the "Necho" units on your side of the field.

## Types/Attributes

*Note: All types/attributes are treated as tags rather than booleans. A unit could theoretically have every 1 of each tag, including what would seem as polar opposites.*
Title

Characters in the *Svea* series frequently have **titles** to accompany their names, alluding to their purpose or nature. Nameless character only have their title to be referred to.

They generally appear in two formats: either before the name in cases of shorter titles, such as **Darkeater Midir**, or after the name with a comma in cases of longer titles, such as **Alva, Seeker of the Spurned**.

Titles may change as the games progress and events unfold.

 Midir

 Seeker of the Spurned
Zpelot

**Zpelot** (Spell+Zealot) is an archetype in *Stark*. It revolves around cards with a single or few effects, but multiple manners in using it. Its non-unit cards searches each other out, even from the GY. The archetype unusually contains mostly non-unit cards.

## Single-player campaign

Lumerian Priestess♡ ◇☆ I∙ Unit ∙ Lumeria.Acts**Beckoning Light**Pay 1 stamina with this card; add 1 "Twin of Lumeria" from your Deck to your hand.⚔ StrikeZpelot Book of Calling◇◇∙ Non-Unit ∙ ZpelotPropertiesIf this card is sent to the GY (except directly) with stamina remaining, it is instead sent to the AL.ActivationScope:During your turn only.Hand.Pay 1 stamina with this card; add 1 "Zpelot" unit from your Deck to your hand. If you had no units in your hand or on your side of the field when this card was activated, you may add 1 additional "Zpelot" unit. Exhaust.ActsScope:During your turn only.AL.Pay 1 stamina with this card; send 1 "Zpelot" unit from your GY/AL to your Deck. Exhaust.Zpelot Book of Enhancement◇◇∙ Non-Unit ∙ ZpelotPropertiesIf this card is sent to the GY (except directly) with stamina remaining, it is instead sent to the AL.ActivationScope:During either player's turn.Hand.Pay 1 stamina with this card.🔗 Target 1 "Zpelot" card on your side of the field.🔗 The targeted card receives the status: (This card is unable to leave the field. Expires during your opponent's End Phase). Exhaust.ActsScope:During your turn only.Triggered:Your opponent declares an attack/effect that targets a "Zpelot" card on your side of the field.AL.Pay 1 stamina with this card.🔗 Negate the effect. Exhaust.
Ire

File:Placeholder (Lit).png
*****Ire***** is a **active-time** **role-playing** video game in the *Svea* series, currently in development.

## Gameplay

* Each party consists of 3 Heroes, each with their own **time gauge** that recharges gradually when not in use.
* The party share **health** in the form of "current health in proportion to maximum", while their individual maximum healths may differ.
	+ A Hero taking damage that reduces its health from full to half means a loss of 1/2 health *for all party members*.
* Heroes spend **Time Points** (**TP**) to use Attacks, each with a different cost and sets of properties.
* Some abilities are tied to **party-wide** gauges as well, in separate categories.

### Standard abilities

* Equipped separately on each Hero.
* Mapped to each of the face buttons.
* Consumes and requires TP.
* Includes:
	+ Strike.
	+ Ruin.
	+ Blitz.
	+ Ruinga.

### Support abilities

* Consumes and requires **Support Points** (**SuP**), that charge during battle but decays on the field.
* Includes:
	+ Cure.
	+ Protect.
	+ Bravery.

### Sabotage abilities

* Consumes and requires **Sabotage Points** (**SaP**), that charge during battle but decays on the field.
* Includes:
	+ Deprotect.
	+ Debravery.

### Standby abilities

* Heroes on **standby** are not targets of attacks, but are still able to do some actions from the back.
* Includes:
	+ Snipe (Weak).
	+ Ruin (Weak).
	+ Inspire (Weak).
Character design

The appearance **design** of **characters** in the *Svea* series consider features that are not of the eurocentric beauty standard, for its non-european characters.

## Terms

* Eumelanin – Determines color of (most) skin.
* Pheomelanin – Determines color of lips, nipples, and glans.

## East Asian

Most East Asian characters have monolids (i.e. no epicanthic fold), black hair, and brown eyes. Eumelanin is light, pheomelanin is dark/brown.

Eurocentric beauty standards include:

* Sharper, angular faces. East Asian beauty would include rounder, as well as flatter faces.
* Thinner, sharper noses, with prominent nose bridges. East Asian beauty would include wide-set noses, that stick outwards less, with less prominent nose bridges.
* For men:
	+ Thinner lips. East Asian beauty would include fuller lips for male characters as well as female.

## African

Most African characters have black hair, and brown eyes. Eumelanin is dark, pheomelanin is dark/brown.

Eurocentric beauty standards include:

* Sharper, angular faces. African beauty would include rounder faces.
* Thinner, sharper noses, with prominent nose bridges. African beauty would include wide-set noses, that stick outwards less, with less prominent nose bridges, with nostrils more flared up.
* Straight hair. African beauty would include naturally curly and coiled hair, without the use of wigs or weaves.
* For men:
	+ Thinner lips. African beauty would include fuller lips for male characters as well as female.

## Latin & Mediterranean

Most Latin & Mediterranean characters have black hair, and brown eyes. Eumelanin is light-brown, pheomelanin is dark/brown.

## Northwest European

Most Northwest European characters have brown, blond, or red hair, and non-brown eyes, to contrast with other character designs. Eumelanin is light, pheomelanin is light/pink.
Item Slot

*Also known as: Backpack, Pouch, Held Items, or Battle Items.*
**Items** that can be used during **battle** in the *Svea* series are limited by **slots**; the items put in the slots can only be manipulated at respawn points. However, items that are picked up in the overworld are sent automatically to the limitless **storage**, as opposed to the **held** items.

Battle items are involved in environmental sabotage by applying effects to the arrowhead.