recursal/Fanatic-Fandom huggingface dataset:
Centauri

Centauri are the descendants of humans who survived the destruction of Sol and fled to it's, then only, colony around Alpha Centauri. The survivors on the planet Proxima were the first humans to discover slipstream and begin to colonize the stars around them. Over time they broke up into quibbling provincial warlords. Until they met the Scorpii.

The masters of genetic manipulation shared their knowledge in exchange for what they couldn't grow or build on their own. Soon warlords began to be displaced by genetically engineered supermen. The war between these ubermensch threatened to wipe out what was left of humanity until one of them offered a compromise.

The first Great Khan of Khans Algernon Ramirez set up a system of feudal control between the greatest of the rival genengineered families. The engineered supermen would become the nobility of this new khanate, while others would form the servant and slave classes.

What started as a means to ending constant war became an almost religious ethos. Bloodlines are carefully monitored. Marriage and childbirth are treated as sacred rituals focused on attaining genetic perfection. The Great Khans still war but they do so with petty skirmishes and raids against alien worlds. The conniving of the court has supplanted the slaughter of the battlefield just as it had on earth many centuries before.

Today the Khans are seen as arrogant slavers, raiders, and pirates. The khan's hordes raid Commonwealth territories but never go so far as to spark all out war. When travelling alone Centauri often have a difficult time not settling their disputes with violence. They are not indiscriminate killers but their society is so martial and competitive that duels are commonplace. To some it is even seen as dishonorable to buy what you could take by force.

While an elite nobleman is the pinnacle of human strength and mental acuity, the lesser families tend to be as fit as any genefixed soldier in other human territories. They can be easily distinguished from other human clades by their blue-white skin that transitions to black under intense ultraviolet radiation.

* **Combat Reflexes**: +2 to Spirit roll made to recover from Shaken.
* **Immune to Disease**:
* **Low Light Vision**: Ignore penalties for bad lighting up to pitch darkness.
* **Fast Healer**: +2 to Vigor rolls made for healing checks.
* **Sleep Reduction**: Needs half the amount of sleep.
* **Overconfident**: Take on more than they can handle.
* **Stubborn**: Never admits they're wrong.
* **Arrogant**: Winning just isn’t enough for them. They must completely dominate his opponent. Anytime there is even a shadow of a doubt as to who is better, they must humiliate his opponent.
Atlantis (MIGHTverse)

It's people are renowned for their ability to breathe underwater and knowledge of sorcery. The only known source of Orichalcum on earth thanks to a meteorite crash that subsequently sunk the island.

## Aquamorphs

Aquamorphs (Homo Sapien Lemuria) are the descendants of the sunken island of Atlantis. When the neutronium asteroid struck the island and set off a tectonic reaction which would eventually sink the island, the sorcerers of Atlantian cast one final spell. In the end it destroyed them but their sacrifice powered a spell that changed every citizen. They were endowed with the capability to withstand extreme cold, pressure, and darkness found in the depths. The Atlantian people's very genetic code changed.
Bak'Turim

The Bak'Turim are the opportunistic predators of Orion. While the Hissho have ritual combat over ho

nor, the Centauri conquer from a sense of duty, and the Kalogeros see themselves as mighty warriors. The Bak'Turim on the other hand raid settlements for food and scrap. Their space force resembles a pirate clan more than a navy.

Descended from creatures resembling armadillos, these centaurids live by speed. A million years ago they were running down prey on the savannahs of their tectonically stable homeworld. Now they conduct raids for tribute and supplies, their own economy a mess of Packs fighting over every scrap of metal. The same tectonic stability that gives them so much room to run, also prevented the formation of mountains filled with ore from the mantle.

Their society is divided into family clans, called Packs, that act as micronation and corporation. Packs work together begrudgingly but these alliances brought the Bak'Turim into space and into the modern era. Their border are remote enough that they have yet to face the greater military powers. That hasn't stopped minor powers like the Drekar and California Republic from answering their raids with pirate hunting campaigns.

Today they don't so much conquer as terrorize. Outer colonies and outposts are raided and then extorted for whatever resources they think they can get. Humans compare the Bak'turim to organized crime families and perhaps they are not far off.

* **Hardy**: A second Shaken result in combat does not cause a Wound.
* **Frenzy:**This allows them to make an extra Fighting attack per round at a –2 penalty to all Fighting rolls. This attack must be taken at the same time as another Fighting attack though it may target any two foes adjacent to the hero (Wild Cards roll two Fighting dice and one Wild Die). The –2 penalty is subtracted from all attacks.
* **Strong**: You start with a d6 in Strength at the beginning of Character Creation .
* **Brutish**: The Smarts Attribute can never advance beyond a d6.
* **Outsider**: Due to their history of slavery and reputation as hired muscle the Kalgon are treated as second class citizens by the average Commonwealth sophont. -2 Charisma to all but own species.
* **Hard of Hearing**: -2 to all Notice rolls made to hear.
Human Ethnicities

**Pelisian** (*peh-lee-shun or peh-lee-see-un*)
Ancestors of Pelias that fled the Doom to start their civilization again on Cirinnia. Though concentrated in the new Empire of Pelias you can still find Pelisians in all their former territories from Issilia west to Olmay and the southern coast of the Westernesse. Pelisians are on average taller than other humans on Cirinnia (6’0" on average) with thin straight hair that is usually black, but amongst the noble lines it is often dirty blonde or even platinum. They have black brown skin and a variety of facial features from interbreeding with other humans. Their eyes are mostly gold or brown with specks of green.

Example Names: *Stavros Musevini, Ignatius Tzimisces, Tiberius Kokinos, Honoria Megalos, Vesta Comnenus*

**Gedric** (*gehd-rick*)
The humans of the southern plains of Cirinnia and were once slaves to the giants and cyclopes that ruled that land. Today They make up the Kingdom of Hawksmoor with large minorities found everywhere in the Eastlands. Medium height (5’10’ average) with round features over straight strong jawlines. Their hair is usually brown to blonde with a ruddy complexion. Green and brown eyes are the most common but blue is not rare.

Example Names: *Elric Seventrees, Geoffrey Baker, Roland Hartsgrove, Allison Cooper, Matilda Smit*h

**Heimar** (*high-mar*)
Meaning “hill men” they are the humans that dwelled on the northern side of the Tarrasque mountains from before the Doom of Pelias. Today they are most common in Belgarde, Dol Cairn, and Ostia. Tall and wide like the mighty pines among which they make their homes (6’0” on average). They have broad faces and squared features topped with bushy blonde or red hair. Their eyes are most often blue or grey with occasional green and they have pale skin.

Example Names: *Anders Reinhardson, Friedrich Alaricson, Wilhelm Ulfricson, Emma Berthadotter, Mathilda Fridadotter*

**Markovy** (*marr-coe-vee*)
The “people of the marches” are half-elves who come from west of Mylandria and have settled the Westernesse. Through ancient interbreeding they have varying levels of elven features, ranging from high cheekbones to full half-elven appearance. On the shorter side of medium height(an average of 5’9”), shaggy black or brown hair, olive complexion, with round faces and sharp features around brown eyes.

Example Names: *Piotyr Krupin, Stanislaw Petrov, Vladimir Orlov, Elsa Kovac, Katrina Radic*

**Khargan** (kah-zahn) The people of Kharvanthor. Olive brown skin with black hair and green eyes.
Artilectism

During the Infomorph Rights Movement a powerful research AI networked itself together with a hundred more computer intelligences, merging their consciousness. The being that emerged called itself The Artilect. Transhumanists and techno-spiritualists looked on the Artilect as the new god of the singularity age. In the end the Rioh Federation bombed this AI but a group of people believe that the Artilect survives in the interstellar data network.

That group and a grabbag of transhumanists formed the religion of Artilectism. They believe that the Artilect escaped into the interplanetary networks and will make itself known when humanity is ready to receive its wisdom. To them powerful AIs are the closest things we have to gods in a materialist universe. They believe that a mind as powerful as that of an Artilect could finally answer the as yet unknowable questions of life, the universe, and everything.
Exotic Materials

## Exotic Matter

* Dark Matter
* Tachyons
* Chronitons
* Gravitons
* Bose-Einstein Condensate
* Metallic Hydrogen
* Balthorium
* Timonium
* Veridium
* Coronium

## Special Metals

### Neutronium

Found in a liquid state at the heart of dying stars, this material must be quantum stabilized before becoming solid. The densest, strongest, and most resistant metal known to exist in the Omniverse. Most items crafted from neutronium were crafted by The Five Great Races, as they are the only ones technologically advanced enough to do so. Also known as Adamantium, Mithril, and Polydenum.

### Orichalchum

Enchanted metal capable of resisting magical attack, harming supernatural beings, and focusing arcane energy. Also known as Scarletite, Crimsonite, and Hihi'irokane.

### Buckysteel

Colloquial name for a meta-alloy created by suspending Grade 35 Titanium alloy (containing molybdenum, vanadium, and iron) in a boron-carbide bucky lattice. Used in starship construction, military applications, and titan scale construction. Most common form of ship building material in Cosmic Council space. Also known as Plasteel, Duranium, and Tritanium.
Absalom Pact

A coalition of free systems left to fend for themselves after the dissolution of the Golarion Federation following it's disastrous galaxy wide war with the Elebrian Magocracy. Each member is entirely autonomous and only cede authority in times of military or economic crisis. This means that each world is answerable only to its own executive authority, meaning laws can vary wildly from one world to the next.

While there is no official police force to monitor interstellar space between members the notorious mercenary law enforcement corporation known as The Hellknights take it upon themselves to maintain order.

Similarly, the interstellar economy of these worlds is unified by the banking and finance services of AbdarCorp and the Aspis Consortium.
Elves

## Summer Court

### High Elves

High Elves see themselves as the natural rulers of elven society and their powerful magics guarantee them a place of power among the elven councils.

### Wood Elves

While wood elves can be found in either court they make up the majority of the Southern.

### Avariel

These winged elves find perch in the White Hart Mountains.

### Sea Elves

Lake Pender's eastern coastline houses a small community of these amphibious elves.

## Winter Court

### Eladrin

The Eladrin left the Summer Court as more and more land was taken by Urcia. They have created an enclave in the Winter Court as lorekeepers and keepers of elven culture.

### Dark Elves

Though mostly found in the underdark, Drow can also be found in the deepest darkest most northern groves of Valtaistuin.

### Grugach

Also known as Grey Elves, they make up the bulk of the Winter Court. These xenophobic elven supremacists

### Shadar-Kai

Better known as "Shadow Elves" these beings live on the fringes of the woods, making their living by preying on the monsters of Dol Dhrun.
Birrin

The Birrin are warm blooded hexapods who make up the Commonwealth proletariat. A completely synthetic species created by the Ryleth as slave labor. They were freed by the Okkar, only to become the backbone of interstellar megacorporations.

* **Heavy Gravity Worlder**: Start with d6 Strength, double jump distance, +2 Pace, d8 Run die
* **Vigorous**: Start with d6 in Vigor.
* **Anemic**: -2 to Fatigue checks to resist poison and disease.
* **Racial Enemy (Tavak)**: Birrin children are reared on stories of cruel Tavak slavers being defeated by brave Birrin Union bosses. They are at a -4 to Charisma when dealing with Tavak and may become hostile with little provocation.

The Birrin are the creation of Ales Reis. All credit for their images and concept go to them.
Lacerta

Lacerta has spent only the most recent half of his life off of his planet. Raised in traditional Drekar fashion on his home world. Raised at home only for long enough to understand the difference between safety and danger, before turned loose into the wild along with a small accumulation of similarly aged Drekar. Over the course of the two year trial, many of his contingent were lost to the wilds, and the weather, but the few that came back, rejoined the community adults.

He then spent the next decade growing and learning before the age old itch to leave home struck him. Lacerta purchased passage on an older trader vessel and shipped off from his homeland, and into the stars. For a year or so, he traveled from station to station, finding his place in the system. More often than not, be it due to prejudice, or stubbornness, his travels often ended in trouble.

At one point, the ship Lacerta was traveling on had been boarded by bandits, who attempted to take over the ship. Like a caged predator, his instinct fired up and after fighting off more than three quarters of the bandits, seriously wounding or killing most of them, he was subdued. In awe from his physical prowess, they offered him a job, rather than jettison him. Influenced by the large influx of money he was promised, Lacerta joined up with them.

The Drekar embraced his new employment rather well, starting off as a grunt, but quickly working his way into a better position, the drekar had been granted a personal Mech. He spent most of his time at this point running off the grid smuggling runs, and high priority drop offs for the cartel that had hired him, EVA'ing off of their transport ship, and slipping under the radar onto a station or planet. The dragon's temper was ever-present within him though, and it wasn't a rare occurrence that buyer's would be wounded, or even killed, due to their prejudice against his race, or simply by questioning him too much.

His employer decided it best, that he be 'reassigned' as muscle again, and began using him as a guard for larger shipments, with the promise of more money. Only a year into his new position however, a deal with a small Centauri group, turned extremely volatile. The Sub-Humans had struck a deal with local enforcement, and as such were trying to induce a violent reaction from their contact, which proved effective.

The following firefight brought down three local buildings, nearly wiped out an entire law enforcement precinct, and forced military involvement. Only a few people from the deal were actually apprehended, one of the Centauri, Lacerta as well has the ship's engineer, a young human girl, barely a teenager. As for the rest, they lay silently in the aftermath.

During trials, more than a couple surprise witnesses showed up, pinning not only the encounter, but every cartel related incident for the last half decade within a parsec on the Drekar. As such, he was sentenced to a life of intensive labor, never to see daylight again, committed to Tartarus for 45 years.
Custom Equipment

## Ranged Weapons

* 24mm Anti-Materiel Sniper Rifle
* 12mm Heavy Sniper
* 8mm Heavy Rifle / Light Sniper
* 6mm Rifle
* 10mm Heavy Pistol
* 8mm Concealable Pistol
* 5mm Medium Pistol
* Flechette Wand
* 12 Gauge Deer Slug
* 12 Gauge Buckshot
* 12 Gauge Birdshot
* PPG

## Special Ammunition

#### **Frangible Rounds**

Weapon loses entire AP value. Does no damage to synthetics. Cannot penetrate hull of spaceship or station.
Astral Plane

The Astral Plane is a dimension of psychic energy parallel with the Material Plane. It can be accessed by the minds of material beings with sufficient psychic power or magical might. Some civilizations even use the plane as an alternative to Hyperspace for faster than light travel. This region is also known as the Ethereal Plane, Purgatory, or The Dreamlands.

The Astral Plane is home to a number of beings made of psychic energy. These ethereal beings, called Eidolons, are incorporeal but can access the material plane by projecting themselves into the bodies of material beings. Subconscious influence of mortals has inspired the legends of fairies, goblins, and tutelary deities.
Birrin (MIGHTverse)

The Birrin are a race of warm blooded mammalian hexapods with six limbs and retractable eye stalks. They are largely a peaceful people and provide the labor backbone of the Stellar Union.

Birrin are the creation of Alex Ries. All credit for their concept and images goes to them.

Birrin mating dance.Birrin civilian.Birrin eye stalks retracting.Birrin FeetBirrin ChildrenBirrin AstronautBirrin explorers.Birrin Riot
Lilith

In the earliest generation of homo sapien sapien an alien scientist named Kemnon visited Earth and experimented on its native species. One of his subjects was a woman torn apart and put back together in order to create the apex of human genetic perfection. Before she could pay her captor back he jettisoned her to Earth. There she has lived since before recorded history, subtly influencing the growth of human civilization.
Kemnon

The infamous mad Vorn scientist Mort Kemnon is encased at all times in a state of the art encounter suit. He has experimented so much with his own body that his physiological has mismatching needs that can only be balanced through this suit. Known across the universe as "The Cosmic Butcher". Kemnon has modified countless lifeforms and created, then abandoned, a handful of doomsday weapons that still wander the stars. He has been blamed for everything from the Necrophage to the Devourer, and no one is sure what's true.
Empyrean

Empyrean is an extradimensional region outside of the space-time continuum. It was generated around The Light before the creation of the universe. Once the region itself came into being the raw creative power given off by the White Flame spontaneously generated beings made up of that energy like sparks from a campfire. These beings are known as Supernals and are bound to this region of space save through psychic projection. The creation energy flows out of Empyrean and through material reality where it combines with entropic energy from Apollyon to become arcane magical force. When this creation energy is called up on it produces effects collectively known as Light Magic.

## Regions

* The White-Gold City
Humans

Earth that was is gone.

Legends speak of an alien attack on the Sol system that ended with the sudden destabilization of the sun and destruction of the inner plants. The outer colonies were blasted with radiation and solar winds. There was just enough time for the survivors to make for humanity's first extrasolar colony, Alpha Centauri.

Today humans are divided into four clades; Terrans, Centauri, Scorpii, and Adams. The Centauri are brutal genetically engineered super-soldiers bent on spoil and conquest. The Scorpii are twisted spacers obsessed with self modification. Terrans are those humans who have been "genefixed", a process that removes congenital conditions and genetic diseases. Adams are those with an undiluted genetic heritage going back to Old Earth.

In the System's Commonwealth the two largest groups of Terrans are the Ryo Federation and Pegasi Caliphate. Here cybernetics and gene modification are restricted to prevent catastrophic genophages. However the Federation allows a wild variety of cosmetic modifications from cat ears to purple skin.

Humans are still roughly divided by ethnic group but due to the destruction of earth the ethno-racial lines became severely blurred before faster than light travel allowed for the great human diaspora.

* Atlantian - mediterranean; italian, greek, macedonian, turkish
* Pegasi - arab, persian, indian
* Ryo - east & southeast asian; from korea to malaysia
* Laurentian - north-american & west european
* Amazonian - south & central american
* Californian - ruso-baltic; named for California Nebula
* Gondwanan - central & south african; primarily bantu, zulu, and yoruba
* Lemurian - oceanic; australian, filipino, maori, samoan, etc.
Jimmy Quinn

Formerly a Janitor from the 21st Century, Jimmy Quinn was imprisoned for being the sole crew for the ship he worked on crashing into a planet and eradicating all life. After a jailbreak, Quinn was elected Captain of the Starling and tasked with his crew to perform shadowy work for shadowy men on shadowy planets.

Quin unknowingly found himself the closest friend of a Giant Lizard murder machine, by loaning him twenty bucks in 'his time of need' to buy a tobacco like substance known as Dragons Breath.
Kalgeros

* **Hardy**: A second Shaken result in combat does not cause a Wound.
* **Frenzy:**This allows them to make an extra Fighting attack per round at a –2 penalty to all Fighting rolls. This attack must be taken at the same time as another Fighting attack though it may target any two foes adjacent to the hero (Wild Cards roll two Fighting dice and one Wild Die). The –2 penalty is subtracted from all attacks.
* **Strong**: You start with a d6 in Strength at the beginning of Character Creation .
* **Brutish**: The Smarts Attribute can never advance beyond a d6.
* **Outsider**: Due to their history of slavery and reputation as hired muscle the Kalgon are treated as second class citizens by the average Commonwealth sophont. -2 Charisma to all but own species.
* **Hard of Hearing**: -2 to all Notice rolls made to hear.
Francis Dibara

Living in the outskirts of New Mumbasa by himself, Francis mostly made his meagre wealth making people "disappear" from groups and corps. Over the years Francis has taken odd jobs protecting C-Grade celebrities to afford his preferred career. Disgruntled, older, and never wearing clothes that quite match, Francis appreciates his solitude as long as it lasts.
Duat

Duat is the word in Egyptian mythology for the underworld, home of their gods. In reality it is the name of the Dyson Sphere home to a species whose visits to Earth inspired the Egyptian Gods. The native inhabitants of Duat are known as **The Nakar**. They are an artificial species of immortals possessing immense power. The Nakar were created by the Archon known as Ultrahotep, who they call Ptah. He created Sekhmet, an immortal mate for himself, and through her birthed the entire pantheon of beings recorded in Egyptian mythology. Duat is an absolute monarchy ruled by Osiris.

## Notable Natives

* Ptah
* Amon-Ra
* Osiris
* Isis
* Horus
* Thoth
* Khepri
* The Sphinx
* Mentu
* Sekhmet
* Sobek
* Bast
* Nephys
* Khonsu
* Neith
* Hathor
* Heka
* Geb
* Tefnut
* Amunet
* Serket
* Wepwawet
* Wadjet
* Anubis
* Apophis
* Set
* Aten
* Shezmu
* Kek
Criminal Organizations

## Organized Crime

1. Immortals
2. 47 Ronin
3. Werewolf Brigade
4. Bratva
5. Three-Nines Gang
6. Sandoval Crime Family
7. White Lotus Society
8. Très Copains
9. Loca Griega
10. Golden Bough

## Terrorist Networks

1. Myrmidons
2. Earth First
3. Sons of Zeus
4. Black Sangha
5. Sons of Liberty
6. Hermian League
7. Novatore Collective
8. Skull & Crescent
9. The Hive
10. Ceres Syndicate
Dishonored Dungeon

## The Great Port City of Torova

Graf Henrik Wójcik is old and childless.

When he passes one of the 4 Barons will be appointed in his place.

You are a member of Vizegraff Hasimir Sokolov's Shadow Council, run by his steward Istvan Radomir.

### Factions of Torova

* Faction Sheet
* The Shadow Council
	+ Dillon as
	+ Will as
	+ Aeso as
	+ Jif as
	+ Jetgrind as

* The Rival Barons
* Underworld
* Institutions
* The Fringe

## Lands of the Coronet Sea

The Empire of Ruritania

* Wild Jotun
* Noden
	+ Kvigmar
	+ Greugarten

* Kiergard
	+ Brechlen\*
	+ Holstadt
* Ostenmark
	+ Treucht
* Brecht
	+ Torova
	+ Berhagen

Suzerainty of Mezari

Principality of Zagora

Emirate of Oghuz

Church of Azoth, the Shaper of Creation (Shaperate)

* Chrysopeia, the Great Philosopher, the First Alchemist

Illuminated Order of the Great Architect (Illuminati)

* A secretive order of the rich and powerful.

Church of Starry Wisdom (Reformers)

* Believe enlightenment can be achieved by anyone through moral action and right belief.
* Ezra, the Reformer

The Academy of Natural Philosophy (Philosophers)

* The scientific think-tank responsible for clockwork men.

The Revolutionary Sisterhood (Sisters)

* Republicans dedicated to overthrowing the monarchy.

Knights of the Silver Hand (Silverhand)

* A religious order of warrior-monks to fight apostasy.

The Royal Arcadian Trading Company (Trading Company)

* The private guild who manage the fair and equitable harvest of resources from the Arcadian Isles.

## The Arcadian Isles

* Kazanji
* Dorgesh
* Boaz
* Erycis
* Mezari
* Zagoran
* Tychus
* Shem
* The Sarkanian Archipelago

## Races

* Ruritanian
	+ Elachian - The people of Kiergard. (fantasy Austro-Hungarian)
	+ Tsathar - The people of Noden and Ostermark. (fantasy Prussia)
	+ Morovan - The people of the Jotun wilderlands (fantasy nordic).
	+ Vestan - The Travellers, refugees from a sunken island far to the east (greek, east-mediterranean).
* Oghuz - People of the distant western islands.
	+ Qumar- Pelias mainland (turkish).
	+ Kundu- Pelian islands (Persian).
* Arcadian -
	+ Mezari - Northern Arcadian islands (Yoruban).
	+ Zagoran - Southern Arcadian islands (Bantu).
	+ Sarkan - Eastern Arcadian islands (Punjabi).

* Clockwork Servant
* Vampire
* Ghost

## House Rules

* DramaSystem Adaptations
* Blades in the Dark Houserules
* Character Creation Supplement

## Almanac

Currency

* Nobility
	+ Tsar
	+ Margrave
	+ Graff
	+ Baron
	+ Knight
* Religion
	+ God of the Travellers (Orryx)
	+ Arcadian Gods (Adaedu)
	+ The Triune Goddess (Al-Uzza)
	+ Pagan Gods of Jotun (Chernobog)
* Currency
	+ Gold Mark
	+ Silver Kroner (Crown)
	+ Copper Pfennig (Penny)

* Elder Gods
	+ Alkahest, The Universal Solvent
	+ Choronzon, The Sleeper at the Threshold
	+ Chernobog, The Burned King
	+ Zagreus, The Feaster from Afar
	+ Hastur, The King in Yellow
	+ Belphegor, The Eye of Chaos
	+ Cthulhu, The Drowned God
Last Emperor

«*Πιθηκοειδή μπάσταρδε! Είμαι ο Άρχοντας Φρίζερ. Κανείς δεν με ξεπερνάει, κανείς δεν φτάνει ούτε κοντά! Γράψε το στο κεφάλι σου· είμαι ο αυτοκράτορας του σύμπαντος! Άτομα σαν εσένα υπάρχουν μόνο για να σέρνονται στα πόδια μου! Ή καλύτερα... για να πεθαίνουν... με εξευτελισμό... ΑΠΟ ΤΑ ΧΕΡΙΑ ΤΟΥ ΑΦΕΝΤΗ ΣΟΥ!*»
— Ο Φρίζερ στο Γκόκου, στο επεισόδιο «Goku's Final Attack! Countdown to Planet Namek's Destruction!»

## Last Emperor

### Άλλα ονόματα

**You Will Die By My Hand!**
**Anger Blast**
**Energy Blast**
**Death Cannon**
**I'm the One Who'll Kill You!**
**I Will Kill You!**
**You must die by my hand!**

### Ντεμπούτο

Manga: «The End of Everything»
Anime: «Mighty Blast of Rage»

### Παρόμοιες Τεχνικές

**Angry Kamehameha
Death Cannon
Emperor's Blast
Final Shine Attack
Maximum Flasher
Overheat Magnetron
Super Galick Gun**

Το **Last Emperor** (ελλ: Τελευταίος Αυτοκράτορας) είναι ένα Κύμα Ενέργειας που χρησιμοποιείται από το Φρίζερ στη μορφή 100% Πλήρους Ισχύος.

## Σύνοψη

Αρχικά, ο Φρίζερ βγάζει τη δεξιά του παλάμη στο πλάι και έπειτα φορτώνει μια μοβ σφαίρα ενέργειας. Έπειτα, φέρνει το χέρι του μπροστά και εκτοξεύει ένα εκπεμπόμενο κύμα ενέργειας προς τον αντίπαλο του, προκαλώντας μεγάλη ζημιά

## Χρήση και Δύναμη

Ο Φρίζερ χρησιμοποιεί αυτή την επίθεση ενάντια στο Γκόκου ενώ ο τελευταίος έχει τη μορφή του Σούπερ Σάγιαν. Αφού ο Φρίζερ διαμελίζεται κατά λάθος από το δικό του Death Saucer, ικετεύει το Γκόκου για έλεος, ο οποίος δίνει μερική ποσότητα ενέργειας στο τύραννο και αρχίζει να απομακρύνεται. Ωστόσο, ο Φρίζερ δεν αποδέχεται την ήττα του, και αφού αρχίζει ένα μονόλογο γεμάτο θυμό σχετικά με τη θέση του ως το ισχυρότερο πλάσμα στο γαλαξία, εκτοξεύει το Last Emperor σε μια τελευταία προσπάθεια να σκοτώσει το Γκόκου. Παρόλα αυτά, ο Γκόκου αντεπιτίθεται με ένα Angry Kamehameha, υπερισχύοντας της επίθεσης του Φρίζερ και φαινομενικά σκοτώνοντας το τύραννο (αν και αργότερα αποκαλύπτεται ότι ο Φρίζερ επιβιώνει, αν και σοβαρά σακατεμένος).
Dralasite

Dralasites are eukaryotic carbosilicate amorphs. Sometimes described as "walking slime" a Dralasite can shape and extend its mass into pseudopods resembling arms, legs, or wings. They hail from a world in the Ryleth Imperium where they are considered artificial lifeforms created by some long dead civilization.

Their out skin functions as one large sense organ, taking in all but visual information. They are effectively blind, but have developed a symbiotic relationship with a mold species that interfaces with their diffuse nerves to give them rudimentary sight.

Each Dralasite is born with the genetic memory of its parent, singular, as they reproduce from self replication akin to budding. They speak a dead language believed to be that of their creators but are as intelligent as any other species. Though they bear all the hallmarks of a synthetic lifeform their legal status is murky.

Today they are an uncommon but hardly rare sight on the edges of civilized space. It seems that any issues of autonomy they may have once had as artificial beings has long been resolved as they are known for being mercenaries and explorers, always seeking new experiences. Most older Dralasites, after budding, settle on a single occupation and follow that the rest of their long lifespan.

Whoever their creators were, they weren't in a hurry. Dralasites are slow. Slow talkers. Slow movers. Slow thinkers. They take their time in deciding on any course of action but when under pressure can move nearly as fast a human. Though often employed in an unsavory business they are rarely cruel and in fact often quite cheerful. They are the quintessential gentle giants of Orion Space.

* **Strong**: Dralasites start with a d6 in Strength instead of a d4.
* **Slow**: Dralasites are slower than most races, Pace -2, running die d4.
* **Pseudo-pods**: Can create multiple arms and legs at will. They may have only as many pseudo-pods’ equal to their Agility die in any combination. It takes about an action to grow or absorb extra limbs. Only one limb may be grown at a time and they may only be up to 1/2" (1 meter) long and 10 cm thick (about 4 inches). If used as extra legs, they can increase Pace by 1. Otherwise, this ability allows a Dralasite an extra non-movement action per round without incurring an additional multi-action penalty.
* **Natural Engineers:** Dralasites are born with a natural aptitude for engineering, d6.
* **Amorphous**: Due to their unique shape, Dralasites take no extra damage from called shots.
* **Bad Vision:** Dralasites can only see in black and white, and have trouble making out details on anything more than 5” (10 yards) distant, this results in a -2 to shooting and notice rolls based on vision outside this range.
* **Unsettling:** Most of the orion sector finds the Dral unsettling, -2 Charisma when dealing with other species.
* **Airborne Susceptibility:** Dralasites breath through the surface of their skin, they are extra susceptible to deadly airborne hazards such as toxic gases, and have difficulty swimming below the waters surface without special equipment.
Aliens

Cosmic Beings

* Archons
* Supernals
* Infernalls
* Eidolons

Ancient Races

* Talzarians, The Keepers
	+ The Sentinel Corps
* The Observer
* Mi-Go, the Void Lords
	+ The Malefactors

The Great Powers

* The Duat Protectorate
* Grue Unity
* Lor-Van Star Empire

Others

* Zultas Khanate
* Jereid Dominion
* Sk'ree Republic
* The Cyberiad
Commonwealth

## Constituent Members

1. Consortium of Hives | *Okkar*
2. Trojan Federation | *Human*
3. Caliphate of Kesh | *Human*
4. Nenshu Dominion | *Hissho*
5. Chriirah Union of Worker's Republics | *Birrin*
6. Orion Colonial Authority | *Cosmopolitan*

## Peacekeepers

The Commonwealth maintains a force of military units on temporary detachment from its constituent powers. For example a platoon of Kesh Marines could find themselves serving onboard a Hissho vessel. These peacekeeping troops are deployed primarily in police actions against pirates and as interdiction along the Ryleth Demilitarized Zone.

## *Vyanjana*

The Commonwealth Peacekeepers maintain an independent clandestine service group known as the Vyanjana. The name comes from one of the earliest written treatises on statecraft, war, and spying. Espionage is conducted on behalf of all the sovereign states of the Commonwealth. Clandestine activities are conducted against powers outside of the Commonwealth and towards terrorist and organized criminal activity within.
Cosmic Beings

Cosmic Beings are intelligent lifeforms that exist beyond normal time and space and who possess incredible power.

* Archons - Beings older than the big bang with near omnipotence.
* Supernals - Celestial beings endowed with powers of light and life.
* Infernals - Demons, devils, goblins, and dark gods of chaos.
* Eidolons - Psychic constructs imbued with the power of the collective unconscious.
New Mombasa

## Languages

English is the official language of New Mombasa with most citizens speaking it as a primary language. In addition most citizens also speak a second language, most often determined by ethnic group.

The most popular secondary language is Swahili with large minorities of Arabic, Kikongo, Afrikaans, Amharic, Portuguese, and Tamil.

## Currency

New Mombasa uses the Afro (₳), the official currency of the African Monetary Union.

## New Religious Movements

Zensufism

Singularity Foundation

The Reformed Raelian Church
Slipstream

Slipstream Drives are devices that allow a starship to travel through an extra-dimensional plane known as Slipspace and in some places called Dark Space or Hyperspace. This extra-dimensional plane is a parallel overlapping universe where Dark Matter, Dark Energy, and Tachyons are naturally found. This area of space allows for travel faster than the speed of light without time dilation or injury to the crew from relativistic thrust. Simply put, it is a place where the laws of newtonian physics no longer apply.

Entering Slipspace can only be done at certain specific points. These Slipknots are found 5 Astronomical Units (41.58 Light Minutes, 747.98 Gigametres) above and below the corona of a star. These Slipknots must be entered at speed from specific angles. Any standard nav computer can calculate a path for entry. Especially powerful Slipstream Drives can enter from a greater distance and the larger the ship, the more powerful a Slipstream drive must be.

Slipstream drives work by manipulating the powerful electromagnetic field projected in front of a starship to prevent collision with hypervelocity micrometeoroids. By running the current from this field through an Exotic Matter Lense it produces manmade Dark Energy. At these Slipknots, or Transit Points, Dark Energy is pulled into Slipspace. This is known as "to Slip" or "to Transit". The process has a visual component as Dark Energy seeps from the Slipknot and a ripple in space when the ship is pulled in. When this occurs it is very dangerous for anything caught in the area unless it too has a Dark Energy signature.

Once inside Slipspace the transiting ship is propelled by its sail of Dark Energy through the Slipspace Streams. These streams are areas of dense Dark Energy that is pushed and pulled by stellar masses through tight gaps in massive Dark Matter formations. Ships cannot collide in these streams, as they possess no mass in Slipspace. Instead passing through one another, none the wiser. This also has the fortunate effect of preventing simultaneous exit from Slipspace. When modulating the Dark Energy field to trigger expulsion from the Dark Energy stream only one dense collection of particles, such as matter, can pass through the Slipknot's energy vortex at a time. To other ships it simply appears as if they arrived from the opposite exit.

While travelling through Slipspace a ship cannot be detected save for a rise in background radiation that occurs within 1 AU (8.3 Lightminutes, 149.6 Megametres) of a Slipknot. While within Slipspace a ship cannot send or receive signals of any kind. It is impossible to sense anything other than the fluctuations of the Dark Energy, which signal an exit point. To a sophont's senses Slipspace appears as an unending field of iridescent white with silver at the edges of Dark Matter masses. It is so bright that no known sophont species can look on it unaided. Doing so would result in instantaneous retinal damage and permanent blindness. Unshielded exposure to Dark Energy is instantaneously fatal. The failure of one's Slipstream Drive while in Slipspace results in the immediate destruction of the starship.
The Cyberiad

The origins of Geniac, the great computer, are unknown. However for countless millennia it has spread across galaxies transforming species after species into undead cybernetic soldiers in it's never ending war against organic life. Unlike the Malefactors they do not recruit, they kill and repurpose the corpses.

Headquarters in the Boötes Void.
Orion Colonial Authority

The OCA is a non-profit NGO corporation created in the wake of the 3rd Revision to the Commonwealth Charter. In order to establish peaceful cooperation between the newly formed League of Non-Aligned worlds and recently inducted Commonwealth member state, the Trojan Federation. An open non-partisan colonization area was demarcated. This new area lay between the established power.
The ATLAS Initiative

A superhero team created by the trillionaire Hieronymus King of Majestic Industries and headquartered on Gardiner island off the California coast. Operations are overseen by Dr. Franklin Nasmith and the advanced artificial intelligence designated Solomon.

Current Members

* Mausoleum "Mozzie"
* Eldritch Eddy
Notable 2300 Technology

* 30k resolution paper-thin flexible displays.
* Fast-Sampling Non-Invasive DNA Scanning
* Retinal Projection
* Chemsniffers
* Touch Based Networking
* Haptic Feedback Tactile Femtosecond Volumetric Projection
* Metallic Hydrogen Room-Temperature Superconductors
* Phospherne Batteries
* Terrawatt Magneto-Inertial Fusion Engine
* Nano-Matrix Polarized Crystal Holographic Storage
* Bio-Memetic Gel Memory Modules
* Quantum Positronic Processors
* NanoFabricator Tanks
* Nano-Solvent Recycling Vats
* Carbon-Silicate Lace Plating
* Fullerite armor inserts
* Woven Graphene Nanoribbon "Spider Silk"
* Electroadhesion
Future Military Hardware

* 14.5x114mm Round
	+ Person-Mounted Minigun
	+ Anti-Material/Sniper/Marksman Rifle
* 6.5x39mm Round
	+ Squad-Automatic Microgun
	+ Battle Rifle
* 12.7x33mm Gyrojet Rockets
	+ Submachine Gun
	+ Gyrojet Pistol
* 18.5mm Combat Shotgun
* 10x25mm Service Sidearm
* Stun Gun
* Collapsible Stun Baton

## Manpower Multipliers

* Active Camouflage
* Ranger & SWAT Tactical Exoskeleton
* Espatier/Marine Assault Armor
* Force Recon Armor
* Commando Battle Armor
* Mechanized Infantry Armor

## Ground Vehicles

* All-Terrain Vehicle
* Armored Personnel Carrier
* Armored Utility Vehicle
* Armored Reconnaissance Vehicle

## Armor

* Onager Quadrupedal Drone Mounted Combat System (Tank Destroyer)
* Scopuli Light Scout Tank
* Ballista Heavy Assault Tank
* Scorpion Main Battle Tank
* Mangonel Mobile Artillery Platform

## Air Vehicles

* Cargo Helicopter
* Transport Helicopter
* Assault Helicopter
Procyon Nanotechnology

Phosphorene - Used in the production of ultra capacity batteries.

Rhondite - Metallofullerene used as starship armor.

Spider Silk - Bullet resistant tungsten-disulfide nanotubes embedded into a poly(methyl methacrylate) matrix via electrospinning used in space suits and body armor.

Graphene - Multi-purpose nano-material.

Carbon-Carbon - Lightweight and strong pseudo-nanotube material used in place of plastics, plaster, etc.

Fullerite - Super-dense fullerene mesh.

Sapphiroid - Aluminum oxide buckminsterfullerenes. Replaces steel in construction.

Other Nanotubes - C60 C70, Fullerene, Hyperdiamond, Buckytubes
Session 3

Freedom. Free for the first time since their incarceration in the infamous Tartarus prison colony, the band of jailbirds head to the first sign of civilization. Adonie station is a ragged mining layover at the edge of OCA space and it is here that the group of prison escapees first flee. News of the destruction of Tartarus prison hasn't reached the station so they have no trouble docking and going on one hell of a shopping spree.

The mysterious voice that provided their ship and escape plan told them to go to Adonie station and meet up with a person known as Jupiter Sand. They weren't hard to find and perhaps that was the cause of what came next. Sitting at the leather booth in the private section of a cottage restaurant, Jupiter Sand hands over a data crystal with the next phase of the plan. Meanwhile, outside that cottage restaurant, a detachment of Centauri touch down.

Still without their weapons, The Prisoners do what they can to hold back the Centauri. They even manage to take out the group's commander. In the end there are just too many of them and they turn to flee. Who are these mysterious Centauri? How do they know about the data crystal? Find out next time!
Session 1

In Session1 we introduced the original four players (Aeso, Will, Dylan, and Dillon). As they arrive at Tartarus station they receive a lecture that informs them no one has escaped before. This introduces them to Davak, the Kalgeros warden. Within the first few hours in prison Lacerta starts trouble by attack a cellmate who was bullying Ximeon out of his bunk.

This violent altercation resulted in the entire cellblock being put into "administrative segregation", a fancy word for the hole. It was there that The Voice first contacted the party. They were instructed on how to escape and where there would be a ship waiting for them.
Things that are NOT in a Hard Sci-Fi Setting

## Shields

No ship's shields. No personal shields. The closest thing you'll find are electromagnetic fields used to diffuse background radiation.

## Stealth

There is no stealth in space. Space is a vacuum so any heat shows up like a flare in the night sky to sensors.

## FTL Communication

Instead of having an instant connection to the galaxy wide web, ***each colony and habitat maintain their own network.*** Courier ships passing through sell data dumps from their travels in order to keep current with the state of the Orion Arm. This also means that military order only move as fast as the courier ship. A futuristic Pony Express.

## Contragravity

There is ***no artificial gravity, hover cars, or antigrav*** harnesses. Instead gravity is produced either via spin or acceleration. Most ships are equipped with small rotating personnel quarters for periods of drift and modern fusion drives can achieve well over a solid 1g of acceleration.

## Long Decks

Most TV spaceships have the floors laid out so that down is the direction parallel to thrust, like an airplane. In reality the direction of 'down' in an accelerating starship would always be toward the engine. Meaning that an airplane shaped starship would have a multitude of short decks rather than a handful of long ones. ***Think of ships as flying skyscrapers***.

The only exception to this are areas that get their gravity from centrifugal force. Space stations, rotating crew quarters and spinning habitats have their 'down' as the direction pointing opposite the axis of spin.

## Ships that Bank & Brake on a Dime

Under Newtonian physics a spaceship would have no need to bank and swoop to come about on an enemy. Instead the ***attitudinal thrusters can spin a ship about its center of gravity.*** In addition it means that ships can't simply pump the breaks and stop in space. Instead they have to ***"flip & burn"***, turning your ship completely around and accelerating in the opposite direction.

## Blasters

Rayguns, Blasters, Personal Lasers, and Small Arms scale Coilguns. It turns out the firearm is a marvel of engineering. The cartridge carries all of it's own energy in chemical form. The brass carries the heat away. The projectile imparts kinetic energy no matter the weather or ambient energy. A properly designed gun, like the glock or AK 47, can operate without fail for decades. The future won't bring new weapons, it will make old ones better.
Scorpii

The Scorpii are the descendants of one of earth's countless Seed Ships sent out into space in the late 21st Century. Like many others they were unable to find a habitable world before their reserves ran out. Unlike other seed ships, they were able to use the surplus of scientists aboard to transform their ship into an orbital habitat.

As time went on their habitat expanded and new ones were built. In order to survive on low amounts of food, zero gravity environments, and exposure to radiation they began to alter their genetic profile. By the time they discovered slip travel they were already unrecognizable as human beings.

Their culture of scientific endeavour led to a culture obsessed with pushing the limits of science, especially genetic engineering. Countless fads spread through the gene pool of their homeworld giving rise to as many catastrophes as it did breakthroughs.

The modern Scorpii people are regarded as eccentrics and mad scientists. While they have produced some of the most brilliant geneticists Orion has ever seen, they are also the lifesblood of the viroware black market and biogenic weapons trade. They can be distinguished from other humans by their blue-green skin, band of dark purple or black around the eyes, pointed ears, ridged forehead, and prehensile feet.

* **Gengineered**: Begin character creation with a d6 in Smarts.
* **Mad Science**: Due to fads in genetic engineering, the Scorpii carry a lot of dormant mutations waiting their turn for the generation. Choose 1 additional Extra bodand 1 unusual bodily feature to go along with it.
* **Cyborg:** Doubles maximum strain.
* **Zero-G Worlder**: -2 to all Strength rolls.
* **Curious**: Scorpii are taught from a young age that scientific exploration is the most important human endeavor.
The Omniverse

The Omniverse is the name given to the totality of reality. It includes the Material Plane with it's 444 universes distinct enough from one another not to suffer quantum collapse. As well as the parallel energy dimension Hyperspace. And etheric extradimensional hypergeography like the Negaverse, the Infraverse, Empyrean and Apollyon.
The Livery Guilds

1. Mages
2. Bards
3. Verderer
4. Mercers
5. Grocers
6. Drapers
7. Fishmongers
8. Goldmsiths
9. Skinners
10. Taylors
11. Haberdashers
12. Salters
13. Wainwrights
14. Coopers
15. Barber-Surgeons
16. Apothecaries
17. Masons
18. Plumbers
19. Scriveners
20. Dyers
21. Vinterners
22. Cutlers
23. Armourers & Brasiers
24. Butchers
25. Saddlers
26. Cordwainers
27. Curriers
28. Smiths
29. Weavers
30. Farriers
31. Shipwrights
32. Gunmakers
33. Soliciters
34. Chandlers
35. Builders
36. Mariners
37. Glaziers
38. Glovers
39. Clockmakers
40. Horners
41. Joiners
42. Fletchers
43. Bowyers
44. Tylers
45. Bakers
46. Cooks
47. Tinkers
48. Wyre Drawers
49. Launderers
50. Engineers
51. Fuellers
52. Teachers
53. Turners
54. Founders
55. Tanners
56. Brewers
57. Carmen
58. Carpenters
59. Innholders
60. Girdlers
61. Felters
62. Loriners
63. Farriers
64. Waits
65. Upholders
66. Ironmongers
67. Sawyer
68. Cobbler