recursal/Fanatic-Fandom huggingface dataset:
Locations

There are several Locations that the player can travel to over the course of the game. These places are usually referred to as "mission sites" in the Helibase Navigation and Operations (NAVOPS) screen.

## Hub Zones

### Outpost 826

There is only one Hub Zone in Strain Tactics: Outpost 826, the facility that the player's Helibase is assigned to. In addition to a variety of vending machines and a Cryovat/Cryopod combo the outpost features a Helipad for rearming the Helibase's weapons, as well as Amir's shop and a number of unique characters.

## Special Sites

Special sites are mission sites where the player can go to perform a variety of "training" tasks, such as leveling up units quickly. These sites have no significant strain presence. While they typically have objectives that can be completed for Reward points and Credits like other mission sites, these objectives are not time sensitive and can be completed at The Commander's leisure. Additionally, these sites contain shops, vending machines and Cryovats where the player can purchase weapons, equipment and units that are not available anywhere else in the game.
Armored Personnel Carrier

The **UN2 APC** is the primary vehicle of United Nations 2 personnel. They are employed as mobile defenses, armored transports, mobile Cryopods and Cryovats, and attack vehicles throughout the area of operations. Unlike conventional vehicles, these APCs are equipped with high-power fans instead of wheels. These allow the APC to levitate just above the ground, rendering them capable of traversing almost any terrain.

The player will encounter a multitude of these vehicles in various missions operating as a defensive structure, a mobile Cryovat station, or as an objective requiring infantry escort.

## Gameplay

UN2 APC's can never be controlled directly by the player. However, on escort missions the player may order them to "move" or "stop," allowing the player to deal with Strain attacks and move at their leisure.

### Armament

UN2 APCs do not have dedicated weapons installed on them. Instead, there is a gunner's hatch on the top of the vehicle allowing personnel to stand inside the vehicle and fire in any direction. APC gunners (made up of NavEx Guncrew units) are usually equipped with LMGs or similar heavy weapons. These gunners are susceptible to attacks from all Strain units as well as infection.

UN2 APCs are also very heavily armored. While they can take a massive beating, they are not invincible, and will explode once dealt high enough damage.

### Movement

There are some instances where the player will encounter an APC that moves. These include either visual set pieces (as seen in the tutorial level) or escort objectives.

Given their very heavy armor, APCs move slowly and are susceptible to becoming swarmed by fast-moving enemies. When possible, it is often beneficial for the player to halt an APC's movement when being attacked by a large group of Strain, then continuing once the threat has been dealt with.

### Weaknesses

The UN2 APC is a hardy piece of equipment, but its slow movement and lack of noteworthy firepower are the vehicle's downfall. As the gunner of the APC is exposed above the vehicle, they are susceptible to both ranged and melee attacks should a Strain unit get too close. Gunners are also susceptible to infection from Strain attacks (this may be reversed by using a Decon Team unit's infection-curing light). Once an APC suffers enough damage, it will explode, damaging all units within close proximity.
Cyber SWAT

> *A UNIPOL White Project that involved regenerative tech and cyber-augmentation. Subjects often turn insane.* - Cryovat description.
>
>

Available from the same Cryovat as Riot Command units, **C-SWAT** are high risk, high rewards combatants. They gain a 300% bonus to melee damage by default, and their move speed is not effected by the gear they carry. Additionally they possess passive health regeneration. C-SWAT are, however, highly prone to turning against the player and firing on friendly units during combat. It is advised that players proceed with extreme caution should they recruit a C-SWAT unit into their squad.

 Traits

### ***Undying***

*Because they can endure extreme trauma and keep regenerating, most C-SWAT easily go insane.*

### ***ROGUE UNIT***

*Bypassing IFF-protocols, they attack anyone but fellow Rogues. Can be "Diamoned" in this state.*

## Hidden Traits

Cyber SWAT units have double accuracy with all ranged weapons.

## Tactics

I like to arm them with posi-mind pills in order to keep there negative bar low so they don't rogue or do the complete opposite and give them S-class syringe and a machete and watch them go wild.

## Trivia

* Neurocity mission features 1 randomly selected C-SWAT classes in rogue state. This unit can be easily kill with a burst from the 12.5MM Minigun.
NavEx Guncrew

> *Naval Expedition Guncrews are excellent marksmen and project an aura of security, raising the morale of those nearby.* - Cryovat description.
>
>

Available from the Cryovat at the Special Warfare Center, **NavEx Guncrew** units specialize in ranged combat, dealing twice the knockback of normal units. Additionally, they have 2x accuracy with any weapons they employ, as compared to normal units.

## Traits

### ***Barrage!***

*Guncrews will target weak spots, dealing twice the knockback.*

### ***FUBAR!***

*When gun crews are overwhelmed, they lose it, and go crazy on the trigger.*

When active, ***FUBAR!*** causes the unit to fire sporadically at random directions, including at friendly NPCs and squad-mates.

## Hidden Traits

NavEx Guncrew units are twice as accurate with all weapons, as compared to normal units.

## Tactics

* Thanks to their bonuses to accuracy and knockback with all ranged weapons, NavEx Guncrew units are particularly deadly with sniper rifles and automatic weapons like machine-guns.
* While more suited for less-accurate weapons, there's a reason why they operate as vehicle gunners - NavEx Guncrews are precise marksmen. When force firing they have a smaller cone compared to other Divisions, so weapons such as the Gatling Gun, the HMG SAW, the SAP-1 model "Convoy" and anything with less accuracy than a battle rifle are significantly more dangerous when issued to a NavEx unit.
	+ That's not to say that they're not suited for precision weapons - they're still a viable option - but given that such weapons already possess a maxed out accuracy, the Guncrew's bonus is negligent and thus that weapon is more effective in the hands of another Division.
* The downside of the NavEx Guncrews is their aiming speed. When compared to other Divisions NavEx units are quite slow to react. This is especially dangerous in close quarters as Strain units can rush in from behind cover surprising the unaware Guncrewman. Without careful positioning or proper battlefield awareness, their slow reflexes means they can be overtaken by a single Strain.
	+ Able to be overrun by a single Strain also means a more easily triggered *FUBAR!* trait - which may result in the NavEx unit killing his team accidentally.
* Generally, NavEx Guncrew units are well-suited for long range standoffs with automatic/long range weapons and mid to long range area denial when set to Overwatch.

## Trivia

* NavEx Guncrew units appear to be the operators of the UN2's vehicles, as they are often seen gunning from the tops of APCs the player encounters in missions.
* "FUBAR" is an acronym popular in the US military. It stands for **F**ucked **U**p **B**eyond **A**ll **R**ecognition, and is used to describe particularly bad situations.
Patrol Team

> *Rangers are crack shots, often deployed as long-range patrol teams and are experts at survival tactics.* - Cryovat description.
>
>

The **Patrol Team** division specializes in ranged combat and is available to the player for free at the start of the game from the Cryovat at Outpost 826, making them the ranged counterparts to the melee-focused Blue Berets. The Patrol Team has a powerful 50% bonus to ranged damage, are twice as accurate as normal units, and will automatically reload their weapons when given a break in combat.

 Traits

### ***Xenophobic***

*They automatically engage infected with extreme prejudice.*

### ***Survive!***

*Patrol teams will dash for cover, consuming random items in their inventory.*

While the ***Survive!*** state is active, the unit may not be selected or issued orders. They will run about randomly for the duration of the trait.

## Hidden Traits

Patrol Team units are twice as accurate with all weapons, as compared to normal units. Additionally, they will automatically reload their weapons and will turn their backs to any nearby friendlies, to more effectively cover the surrounding area.

## Tactics

* Patrol Team units will automatically engage any infected friendly unit immediately. This is useful if a squad lacks any decontamination capabilities *and* is unable to bring the unit back to the Helibase. Killing an infected unit before they turn ensures that their body is retrievable and revivable.
	+ To keep Patrol Team units from engaging infected squad members, simply set them in Overwatch or Forced Fire in any direction not facing the infected unit.
* The Patrol Team's 50% bonus to ranged damage is shared only by Colony Breacher units: since the Breachers cannot obtain damage "ribbons" the Patrol Team is the only division in the game whose units can obtain a greater than 50% ranged damage boost without the aid of equipment.

## Trivia

* Patrol Team members can be found on some missions as NPC's that the player has to rescue. They are also present at Outpost 826, acting as a defensive garrison.
Avedon

*"Follow my example or I will make you into one."*

## Biography

Raised from childhood to be little more than a weapon and commander, there was no point in Avedon's life untouched by war, and the rigours of command. Possessing little more than a mundane talent for violence and an unflinching resolve, he none-the-less rose to become the military commander of all NLR forces and his resourcefulness has seem him quarrel with gods and travel through the furthest hells and emerge, not unscarred, but triumphant. Emotionally crippled, he nonetheless raised his family as best he could and has learned to cope with the demons of his past as he explored his life outside of the singular purpose of warfare and adventure. Poised with a dry snark and unflinchingly brutal and direct personality, he is surprisingly kind to those who earn his respect and possessed of a cold sadism to those who would do them harm.

## Prisoner of war for eleven centuries

When Me'le escaped the battle for Shireland in 1917, never actually letting him go. but the two fell in love fast and has been spending eternity with each other.
Mercenaries

> *UN2's clone production could not meet the demands of the war, and turned to private paramillitary contractors to bolster the defense of mankind.* - Cryovat description.
>
>

## Traits

### ***Loaded***

*Contractors get paid twice the usual combat salary. (Equiped weapon kills only.)*

### ***Sandstorm***

*Automatically deploys a smoke grenade, blocking line of sight, but not bullets.*

This grenade is thrown at full strength in the direction the **Mercenary** unit is facing. The trait will activate regardless of whether or not the unit is carrying any smoke grenades.

## Hidden Traits

Mercenary units will automatically reload during breaks in fighting.

## Trivia

* Mercenaries are some of the only non-strain enemies that the player will encounter over the course of the game.
* There is no Cryovat in game that dispenses Mercenary units. They can only be obtained in the following two locations:
	+ Mission site 23 ("Fortuna") features 2 randomly selected merc classes in recoverable body bags. They are located in the room housing the hostage.
	+ Any of the four Merc classes can be purchased in body bag form at "Glean's Cuts" in NeuroCity. Be aware that they cost ten times as much as their sell value.
Neptune Incident

The **Neptune Incident** was a major event that brought the Strain to Earth.

## The Expedition

The United Nations 2 prepared and launched an expeditionary vessel to Neptune to explore the planet. The expeditionary team encountered an extremely hostile, extremely infectious life-form, now known as the Strain. Word of the infection reached the UN2, and boarding parties were sent to intercept the vessel before it returned to Earth.

According to Instructor Miles, The Commander managed to board the vessel just as it was taking off. It cost 87 ground teams their lives for the Commander to get on board. From there, the Commander lead Viper Company through the ship and, after 36 hours of non-stop fighting, reached the vessel's engine-reactor and detonated it as the ship entered Earth's atmosphere. The Commander and the entirety of Viper Company were killed in the blast.

## Return to Earth

Unfortunately, parts of the infested expeditionary vessel survived the reactor explosion, and crashed into the Pacific. The Straits of Neurasia were shortly overrun with unidentified lifeforms.

The UN2 responded to the infestation by deploying the world's nuclear arsenal, destroying oceans and coasts in the process. The Strain survived and, one year later, it pushed back.

Now facing an enemy like never before, the UN2 initiates a mass-cloning program in an attempt to combat the sheer number of infected. The Commander of Viper Company is revived as a clone from a Cryovat, beginning the events of *Strain Tactics*.
Factions

There are five human factions present in *Strain Tactics* that the player will encounter.

## United Nations 2 (UN2)

**United Nations 2** is the primary faction featured in *Strain Tactics*. The UN2 is either a conglomerate of Earth governments or the only major governmental entity left on Earth. Its primary objective is to eliminate Strain wherever present - anything and everything else is secondary to this.

Evidently, the UN2 is also nuclear-capable. Impact craters dot the game world, and the player is threatened with nuclear extinction should the local UN2 base be overrun.

## UNIPOL

**UNIPOL** is the heavily-equipped police force stationed at civilian centers within the world of *Strain Tactics*. Soldiers wearing UNIPOL uniforms can also be seen guarding UN2 outposts, installations, and colony centers. UNIPOL officers can be found in Neurocity.

Officers of UNIPOL are heavily armed and equipped largely for Close Quarters Combat (CQC) and Riot Control. Shotguns, electrically-charged Riot Shields, and heavy ballistic armor are common among UNIPOL's units.

## WhiteCell

**WhiteCell** is a Private Military Company (PMC) present in *Strain Tactics*. While they operate under the UN2's banner, WhiteCell functions independently from the organization. They are also highly secretive, keeping advanced technologies to themselves and actively preventing UN2 personnel from operating in or near WhiteCell complexes.

## Mercenaries

**Mercenaries**, or Mercs, are for-profit contractors hired by the UN2 to fill the massive demand for troops. Because of the expenses incurred by PMCs when recruiting, training, and equipping Mercenaries, the UN2 pays their commanders twice the amount of credits for any kills made with a Mercenary's primary weapon.

## Civilians

Not much is left of the Civilian population in *Strain Tactics.* Most survivors were evacuated from the area of operations. Those that were left behind currently reside in refugee centers like Neurocity.
Consumables

**Consumables** are one of the three classifications of items found in *Strain Tactics*. They can be broken down even further by their utility, size, as well the vendors where they can be found. As told by their label, these items are consumed when you use them.

*Note: Additional information about each Consumable, prices, uses, hidden details, and more can be found on their respective pages.*

## Civilian

There are a large assortment of civilian-level items, ranging from drinks, snacks, to even rations and civilian utility bags. They have all been consolidated for ease of organization, as they can very in effect and strength.

## Morale

While many items provide both morale changes as well other effects, this category will only include purely morale-altering consumables.

## Strain Parts

Can be found as drops from Strain, as well bought from **The Red Market**, located in the North-West corner of Neurocity. Some of them provide an effect when held, akin to a passive item. However, all will cause your units to become infected when consumed.

## Deployables

These, while categorized under consumables, aren't used up immediately. Rather, they are placed into the world.

## Weapons

While most weapons are reusable, some are single use. They are categorized under Consumables.

## Special

There are special items that can't exactly be categorized under standard categories.
Decon Team

> *"YellowSuits" don 100% Strain-resistant combat gear and are welcome sight to combat teams. Their UVX lamps burn away contamination and raises morale.* - Cryovat description.
>
>

Purchasable from the Cryovat in mission site 4 ("Decon"), the **Decon Team** Division is one of the most important divisions in Strain Tactics. In addition to being completely immune to infection and boosting the morale of nearby units, Decon Team function as mobile decontamination centers. Much like the Medical Team, Decon Team units possess a a cone of light that removes infection from any friendly units that stand in it. Effective use of a Decon Team unit will save the player from having to use Decon Pills or trying to get infected squad-mates on board the Helibase.

The usefulness of a Decon Team unit's decontamination ability cannot be overstated. The ability not only allows for increased freedom when arranging a squad's inventory, it also provides the ability to disinfect friendly NPCs. The Decon Team can save mission-critical VIPs from becoming new Strain, *and* can be used to disinfect the gunners of UN2 APCs.

Perhaps because of this utility, Decon Team units do not require reward points to unlock - they are available for the player to purchase with credits the moment mission site 4 is unlocked.

 Traits

### ***Encouraging***

*Decon teams have a sunny disposition and give emotional support to those nearby.*

Any friendly units within close proximity to a Decon Team member are given a moral boost, supporting the build-up of their positive traits and retarding the build-up of negative traits.

### ***Panicky***

*Easily startled, the unit discharges their weapon embarrassingly.*

Once activated, the ***Panicky*** trait causes the unit to fire their weapon in random directions - including toward friendly NPCs or nearby squad-mates.

## Trivia

* "SCAB" is one of the two units given to the player on arrival to Outpost 826, as part of the tutorial on reviving body bagged units.
* According to one of the developers, this division was originally known as "Chem Team" during early development.
Vehicles

The player will encounter various vehicles in *Strain Tactics*, though only a couple actually function.

## UN2 Armored Personnel Carrier (APC)

Primarily encountered as an escort objective, APCs are well armored transports used by the UN2 for moving personnel and equipment. Often seen with a gunner firing from the top hatch APCs can also function as mobile bases, specifically when equipped with a Cryopod and a Cryovat.

## Helibase

The UN2 Helibase is a heavily armed helicopter used by the player and other UN2 Task Forces for fast insertion, extraction, and aerial support in missions against the Strain. The Helibase is equipped with a **12.5mm Gatling Gun**, a **30mm Autocannon**, and **CBM7 Bombs.**

The Helibase is also capable of eliminating a unit's infection via its on-board decontamination shower, and can even be used to hold live Strain specimens captive.

## Cars

Abandoned Civilian vehicles populate most the missions the player embarks on. These vehicles include cars, hauling trucks, and utility vehicles. None of these vehicles are interactable outside of taking cover behind them.

Aside from some windshields on certain cars, these vehicles are also indestructible. When using the Helibase's weapons, cars are considered roofed areas and are thus not able to be fired upon.

## Trivia

* When an APC explodes, it may spawn doors. These doors are equippable by units and will function as shields.
Moon Tan

Name: Moon Tan

Age 23

Gender: Female

Species: Pegasus/reploid.

Height: 3'9"

Backstory:  Former Life: A fun loving photographer,and waitress. She lived in  ashack on the beach,and had an easy going personality. Then kaboom. She was lost in the thousands upon thousand screaming innocents amongst the space carnage.

Current life: Flaoting in a metal casket with some odd designs on it that glowed. Last seen floating twoard the station.

Talent: Great food joint worker,photogrophy,roller skating

Equipment:Neklace

Alignment: Neutral Good
The Commander

**The Commander** is the player's character in *Strain Tactics*. They are a military officer serving the United Nations 2, and is the commanding officer of Heliborne Detachment #826.

## History

Before the events of *Strain Tactics*, the Commander led a team known as Viper Company, who boarded the expeditionary vessel involved in the Neptune Incident. The Commander and Viper Company were killed when they detonated the ship above Earth in an effort to stop the Strain from infesting the planet. Some Strain survived the explosion and crash landed into the Pacific with pieces of the wreckage, causing the global epidemic seen in-game.

## Events of *Strain Tactics*

During the events of *Strain Tactic*, the Commander is "activated" as part of the UN2's reserve forces. Once awakened as a clone of the previously deceased commander of Viper Company, the Commander leads Heliborne Detachment #826, and is tasked with eliminating Strain wherever present. The Commander employs troops from various Divisions of the United Nations 2 and private military personnel to accomplish this mission.

## Trivia

* There is no physical model for the Commander, and they are never seen in-game.
	+ Regardless, characters interact with the Commander as if he/she were standing in front of them. Jakal, the first unit received by the player, even salutes them.
Neurocity

> *Neurocity is a shanty town built up atop the ruins of an old residential complex. It is a thriving hive of "commerce" and "business".* - NAVOPS description
>
>

The **Neurocity** is a location in *Strain Tactics*. It is a very important early game site, providing cheap but potentially useful items in their vendors, as well free units.

## Briefing

*There are many different districts in Neurocity that can provide specific services to any "discerning" Commander.*

*The "Red Market" District has vendors that supply goods of the meaty variety. Word as it there is even a fighting ring located nearby. A commander need only credits to buy what they have in stock.*

*The main road often bears witness to a great number of Neurocity's antics. Anything from hostage situations, contraband busts or a crazy drone looking to pick fights.*

### Objectives

Completion bonus: 4 Reward points

* Destroy Rogue Cyborg (990 Credits)
* Keep Hostage Alive (0 Credits)

## Details

**Neurocity** includes vending machines, shops, a Cryovat, and a Cryopod.

1. Vending Machines
	* Decon Supplies Dispenser
	* Produce Vending Unit
	* Rations Vending Unit
	* Civilian Utility Vending Unit
	* Snacks Vending Unit
	* Drinks Vending Unit
	* Class "C" Weapons Dispenser
2. Shop
	* Glean Cuts
	* The Red Market
	* Confiscated Contraband (Nuld)

## Tactics

* The *D34F PNCH* Mining Drone to the East of the vendors is a good place to level damage resistance
	+ Moving a soldier close will cause the drone to punch them
	+ It is recommended to equip a Neurolimit R on the soldier, to both recover their health rapidly, as well reduce their movement speed, therefore the punches knock them back farther than they can walk, forever trying to walk towards the drone.
* The Rogue Cyborg can be kill with a burst of 12.5MM minigun
	+ Landing units might trigger the Rogue unit to disengage the police and pursue your units. This can lead to unfortunate deaths if not careful.
	+ Be wary of friendly fire as each ally unit killed cost a hefty compensation (your credits can be in the negative)
Pyramids of Giza

The Pyramids of Giza are giant, stone pyramids that were erected by the Old Gods as a place for worship before the War of the Planes. Now they are the home of warriors to train and hone their skills, as well as the site of many battles between them.

## Training Ground

You are allowed to train here. Do not add or remove any Training Slots.

* Training Slot 1
* Training Slot 2
* Training Slot 3
* Training Slot 4

## Battleground

### Combatant 1

* Effects
### Combatant 2

* Effects
Instructor Miles

**Instructor Miles** is the first character encountered by the player in *Strain Tactics*. He is an officer serving the United Nations 2, and has some history with The Commander. He acts as the game's tutorial adviser, and provides the player with their first units and equipment.

## Trivia

* Instructor Miles wears Colony Breacher armor and wields a stunstick melee weapon.
* You can find Instructor Miles' body near the nuke in the mission *Heartbreaker*.
Grand Canyon

The Grand Canyon is the second largest canyon in the world, stretching over 1,900 square miles. The vast open space makes a great place for both training as well as unrestricted combat.

## Training Ground

You are allowed to train here. Do not add or remove any Training Slots.

* Training Slot 1
* Training Slot 2
* Training Slot 3
* Training Slot 4

## Battleground

### Combatant 1

* Effects
### Combatant 2

* Effects
Melodin Vereld 30

.

 City
 Province
 Number of Entries
 Debuting countries
 Curaçao
 Namibia
 Oman
 Returning countries
 Fiji
 Georgia
 Ghana
 Iran
 Mali
 Mongolia
 Nigeria
 Sierra Leone
 South Africa
 Syria
 Uzbekistan
 Withdrawing countries
 Argentina
 Cambodia
 Canada
 Colombia
 Cuba
 Djibouti
 Egypt
 Eritrea
 France
 Indonesia
 Kenya
 Liberia
 Montenegro
 Morocco
 Nepal
 Pakistan
 Panama
 Samoa
 Somalia
 Winning song
The Report Card

Season 1, Episode 3

**The Report Card** is the third episode of Season 1 and the show, it premiered on September 27, 2014 to 2.21 million viewers.

## Plot

When Kyle gets an F on his report card, he tries to hide it from his parents, but when his teacher tries to send an email to his parents, he and the Gang must find a way to intercept the emails before his parents find out. Meanwhile, Ryan and Paris go onto the San Diego Subway, but when they get lost on the wrong side of town, they have to spend a whole day on the San Diego Subway.

## Cast

### Main Cast

* Emjay Anthony as Kyle Wright
* Lulu Wilson as Nevaeh Miller
* Claire Beale as Paris Bassinger
* Lincoln Melcher as Owen Parks
* Amari Richards as Ryan Schroder
* Maggie Elizabeth Jones as Myracle Washington

### Recurring Cast

* Jennifer Aniston as Shannon Wright
* Steve Carrell as Perry Wright

## Trivia

* This episode premiered on September 27, 2014.
* This episode was co-written by Zoran Korach, who starred on Schneider's previous project, Sam & Cat.
* This is the first appearance of Kyle's parents.
* Jennifer Aniston, who plays Shannon Wright, starred on the mid-late 1990's sitcom, Friends, a show that airs on Nick@Nite.
* This is the first time a recurring character appears in a show.
The Medical Wing

After a battle, your character must recover their Health. To do so, simply enter them into a slot below and post in the comment section when you entered. Every hour your character is resting here heals them for 10% of their Maximum Health.

* Healing Chamber 1
* Healing Chamber 2
* Healing Chamber 3
* Healing Chamber 4
* Healing Chamber 5
* Healing Chamber 6
* Healing Chamber 7
* Healing Chamber 8
* Healing Chamber 9
* Healing Chamber 10
Custom Attack Guidelines

Custom Attacks are those that are created by the user for their specific characters. Each tier of attack has different regulations around it, which will be discussed on this page.

## Custom Tier Blasts

Tier Blasts are all relatively similar in the regulations with very slight difference to each one.

* C-Tier Blasts are only allowed one special effect and must have a con to go alongside the special effect. Any effect applied to a C-Tier Blast can have a maximum value of 10%.
* B-Tier Blasts are allowed one special effect but do not need to have a con alongside said effect. Any effect added to a B-Tier Blast can have a maximum value of 20%.
* A-Tier Blasts are allowed either one special effect with no con, or 2 special effects with one con. Any effect added to an A-Tier Blast can have a maximum value of 35%.

## Signature Techniques

Signatures Techniques are very powerful attacks that can have several effects that are much stronger than others. A Signature Technique is unique to a single individual and as such cannot be used by others. Do not copy another player's signature outright. You may take inspiration from others, but there is a line between inspiration and simply plagiarism.

Signature Techniques can have up to 5 Pros and Cons. For every pro you must have a con, and there are limits to what Pros/Cons you are allowed to have. Any Pros/Cons you have can only have a maximum value of 50%. Some things you may have are:

* Increase a stat
* Decrease an enemy's stat
* Deal multiple damage types
* Restore Stamina/Mana

Pros/Cons that you may not have are:

* Any form of Immunity
* Grant Experience
* Grant Gold
* Eject a person from combat
* Instant Kill
* Guaranteed Hit
* Anything that an administrator or moderator deems unfair or unbalanced

There are also multiple types of Signature Techniques. These are Signature Attacks, Counterattacks, and Forms.

* Signature Attacks are those that can be used on your turn and will activate immediately.
* Signature Counterattacks are passive attacks that have a 50% chance of activating when its specified conditions are met.
* Signature Forms are those that can be activated during your turn and last for a designated amount of time. They are typically constant for a certain number of turns or until a certain condition is/is not met.

## Posting for Approval

When you have an idea for your character's own Custom Techniques, simply post below what kind of technique it is, who it's for, and then the attack itself. After you've posted it, contact an administrator in order to have it approved for use. You may not use a Custom Technique until it is approved by an administrator's judgement.
Enchantress

Enchantress

age as old as time or so she claims.

Female

Pony a goddess of wish,and desiers

5 ft

backstory:  A goddess from a collapsed universe the only survior. She now runs an asian themed candy shop. Which the odd white mare with the long flowing black mane never seems to leave. She is humbel,and kind,and rumors often say she can make anyone feel devine. By fufilling there deepest wishes,and true desiers. (One off situational plot character. Ask for an interaction and see if cherri or other mods will approve your story reason for her interaction. Do not abuse or face just desserts.)

Talent: Wish Granter,and master of all magic.(god level breaker.)

Orientation: Interested in no one.
Erebus Starblaze

### Equipment

Fox-Mark Power Armor. Wrist-mounted grappling hook. Hex-Pattern shotgun with interchangeable bullets. Hover-bike far too big for him.

## Physical description

### Talent

Ability to shapeshift to nearly any organic or non-organic object within a certain scale of his natural form.

## Biography

Born to crown-prince Nightshade of Elysium, Erebus is a small fox trying to be taken seriously in a universe far beyond his scope. Inherently mischievous, he possesses a galaxy-level cunning matched only by an equally sized amount of sheer fox-stupidity. Considered an ill-omen by the few other kitsunes he's spent his life searching for, he's taken the role of Elysiums ambassador to new species and currently Zeon, weaponizing his cuteness as a potent diplomatic tool. He's taken to attempting to be a bounty-hunter to earn some extra credibility to very mixed results. Not due to any lack of competence, but rather through looking ridiculous throughout any fight.
Learn Techniques

As a character levels up and advances their skills, they will unlock stronger attacks. This page describes all of the Techniques that characters can learn simply by leveling up. All characters, regardless of race, may use Basic Techniques, but only characters of the respective race may learn Race Techniques.

## Basic Techniques

* **Barrier:** C-Tier Blast Technique. Does not fill a C-Tier Blast Slot. Create a barrier around yourself equal to 1/10 of your Maximum Health. Barriers last for 3 turns or until they are destroyed. After a Barrier dissipates, a character may not create another for 5 turns. Learned at level 5.
* **Bulk Up:** C-Tier Blast Technique. Increase your Strength, Willpower, and Agility by 15% for 2 turns. After use, has a cool-down of 4 turns. Learned at level 7.
* **Reversal:** C-Tier Blast Technique. On your turn, the strongest attack hit against you on your opponent's last turn is sent back to them and deals 50% of the original damage. This technique only deals damage, and does not apply any special effects that the attack may have. Has a cool-down of 4 turns. Learned at level 10.
* **Titan's Whisper:** A-Tier Blast Technique. Release a giant ball of energy that deals both Physical and Magical Damage and hits all targets. This attack deals 1% more damage for every 2% of your missing Health. This technique consumes half of the user's Stamina and Mana. This attack may be used once every 15 turns. Learned at level 20.

## Cyborg Techniques

### B-Tier Techniques

* **Techno-Beam**: Magic-Based Attack. Learned at Level 12.
* **Circuit Cutter**: Physical-Based Attack. Learned at Level 14.

### A-Tier Techniques

* **Metallic Scythe**: Physical-Based Attack. Learned at Level 18.
* **Cross-Sector**: Magic-Based Attack. Learned at Level 20.

## Vampire Techniques

### B-Tier Techniques

* **Piercing Fang**: Physical-Based Attack. Learned at Level 12.
* **Leech**: Magic-Based Attack. Learned at Level 14.

### A-Tier Techniques

* **Hemodrain:** Magic-Based Attack. Learned at Level 18.
* **Deep Bite**: Physical-Based Attack. Learned at Level 20.
Foretold Legends Wiki

## Welcome to the Foretold Legends Wiki

Foretold Legends is a custom RP wiki that takes inspiration from popular shows and fantasy culture. It takes place in an AE Universe where there are many races, powers, and much more. A lot of places that are present on actual Earth are also present on Foretold Legends' version of Earth; however, they are seen differently than we see them now. The world is heavily influenced by magical elements as well as technological elements. To get started in participating, head over to the Legend Creator in order to make your own character. Other useful guides for new players are the Know Your Stats page and Combat Rules and Regulations page. These will help you grasp a basic understanding of how things work with our combat system, as well as help you figure out what kind of character you want to make.

## Lore So Far

The world is currently in a relatively peaceful state. There are no major wars currently going on, as the War of the Planes resulted in the splitting of the Mortal Plane and all of the Astral Planes. The Old Gods now preside over their own Astral Planes, welcoming the dead who held beliefs and characteristics in line with certain Gods. Those who upheld Justice, were highly intelligent, or passionate about their work find themselves in Undra's Plane, known more commonly as the Plane of Pastures. Those who caused chaos, had a deceptive personality, or enjoyed playing harmful pranks on others find themselves in Vilna's Plane, known more commonly as the Plane of Madness. More information on every God and their planes can be found here.

The War of the Planes was a fight between the Old Gods and an uprising of Ancients who believed they had become more powerful than the Gods. The war lasted for almost two centuries, before the Old God Jira, God of Tactful Thinking, devised a plan. They would trick the Ancients into believing that they had won the war by allowing them to enter the Astral Planes. Once they had entered, the Ancients were greeted by the Council of Gods, which imprisoned all of the warring Ancients within the Astral Planes. As a way to prevent future wars between the Old Gods and Mortals, the Old Gods split the Mortal Plane apart from the Astral Planes. They then wiped knowledge of the Old Gods from all Mortal's minds, leaving clues behind in order to let the Mortals create their own beliefs. When Mortals die and enter the Astral Plane they align with, they are greeted by the Old Gods, who explain everything. It is then up to the Mortal if they wish to remain in the Astral Plane, or be reborn into another life, where they may repeat the journey with a new mind, body, and soul. Those who remain in the Astral Planes are transformed into either a Demon or an Angel and become guardians of that plane.

## Latest activity

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

File:Placeholder
Eiffel Tower

The Eiffel Tower, known for it's tall stature among the buildings surrounding it, has been one of the most infamous places for fighters to train their skills. People come all year round in order to better their fighting techniques atop the tower's peak.

## Training Ground

You are allowed to train here. Do not add or remove any Training Slots.

* Riker [Spellbound Gi]
* Evie [Spellbound Gi]
* Training Slot 3
* Training Slot 4
Experience and Leveling

Every time a character reaches a certain Experience (EXP) threshold, they increase their level. Depending on the level reached, they earn a certain number of Stat Points and Gold. These values are dictated below.

## Level-Up Rewards

### Levels 1-20

* +3 Stat Points
* +500 Gold
* +1 Battle Rating

### Levels 21-40

* +5 Stat Points
* +1,000 Gold
* +3 Battle Rating

### Levels 41-60

* +10 Stat Points
* +1,500 Gold
* +5 Battle Rating

### Levels 61-80

* +18 Stat Points
* +2,000 Gold
* +7 Battle Rating

### Levels 81-100

* +30 Stat Points
* +5,000 Gold
* +10 Battle Rating

## Experience Goals

When a character trains or engages in combat, they earn Experience. After a certain number of Experience is earned, they increase their level. The further a character's level, the harder it is to level up, but the greater the rewards for doing so.

* Characters earn 2 Experience every minute in training.
* Characters earn 1 Experience for every point of damage they deal in combat. Experience earned per point of damage goes up by x1.5 from the **previous amount** every 20 levels. For example, at levels 41-60, the character earns 2.25 Experience for every point of damage they deal in combat.
* If a character levels up from one grouping of 20 to the next via battle, they Experience earned DOES NOT go up. Their Battle Exp value will go up once all of the current experience is properly applied.
* When you level up, your experience resets to 0. Any extra experience from the previous level carries over into the next one.

### Experience Goals

1. 0/500
2. 0/550
3. 0/605
4. 0/665
5. 0/730
6. 0/805
7. 0/885
8. 0/975
9. 0/1,070
10. 0/1,180
11. 0/1,300
12. 0/1,430
13. 0/1,570
14. 0/1,725
15. 0/1,900
16. 0/2,090
17. 0/2,300
18. 0/2,530
19. 0/2,780
20. 0/3,060
21. 0/3,365
22. 0/3,700
23. 0/4,070
24. 0/4,480
25. 0/4,925
26. 0/5,420
27. 0/5,960
28. 0/6,555
29. 0/7,210
30. 0/7,930
31. 0/8,725
32. 0/9,600
33. 0/10,560
34. 0/11,610
35. 0/12,775
36. 0/14,050
37. 0/15,455
38. 0/17,000
39. 0/18,700
40. 0/20,0570
41. 0/22,630
42. 0/24,895
43. 0/27,380
44. 0/30,120
45. 0/33,130
46. 0/36,445
47. 0/40,090
48. 0/44,100
49. 0/48,510
50. 0/53,360
51. 0/58,695
52. 0/64,565
53. 0/71,020
54. 0/78,125
55. 0/85,935
56. 0/94,530
57. 0/103,985
58. 0/114,380
59. 0/125,820
60. 0/138,400
61. 0/152,240
62. 0/167,465
63. 0/184,210
64. 0/202,633
65. 0/222,896
66. 0/245,185
67. 0/269,705
68. 0/296,675
69. 0/326,340
70. 0/358,975
71. 0/394,875
72. 0/434,360
73. 0/477,780
74. 0/525,580
75. 0/578,135
76. 0/635,950
77. 0/699,540
78. 0/769,500
79. 0/846,445
80. 0/931,090
81. 0/1,024,200
82. 0/1,1126,620
83. 0/1,239,280
84. 0/1,363,210
85. 0/1,499,530
86. 0/1,649,485
87. 0/1,814,435
88. 0/1,995,875
89. 0/2,195,465
90. 0/2,415,010
91. 0/2,656,510
92. 0/2,922,160
93. 0/3,214,380
94. 0/3,535,820
95. 0/3,889,400
96. 0/4,278,340
97. 0/4,706,172
98. 0/5,176,790
99. 0/5,694,470
100. TBA - Current Maximum Level
Real Estate Investor

The Real Estate Investor is where players may purchase Real Estate for their characters. These pieces of estate can range from simple farms to large industrial warehouses. Whatever the Estate Keeper gets that month is what is up for grabs.

* The Real Estate Investor changes on the 1st of every month, so if you don't see a piece of land you want to buy, you can always wait for a stock change.
* All Real Estate has a certain amount of slots available upon purchase, represented by the things currently present in the area. Some of those slots may be occupied by other things, but can be cleared using a Demolition Crew or Flash Clearing. Slots may also be added to an Estate either by purchasing Land Expansions or by clearing out obstacles such as Ore Veins.
* Real Estate is auctioned off to the highest bidder. Once a bid has been set, if no other bid is placed within 3 days, the Real Estate is considered sold to the previous bidder. Only the successful bidder loses any Gold during an auction.

## Available Estates

### Suburban Plaza - Kentucky, U.S.A. - 40,000 Gold

* Training Area
* 3 Slots

### Coal Mine - Bremen, Germany - 60,000 Gold

* Coal Deposit [x4]
* 1 Slot

### Luxury Farm - Liberec Region, Czech Republic - 150,000 Gold

* Farmland [x4]
* Enhanced Training Area
* Logging Posts [x2]
* 1 Slot

## Real Estate Tools and Plots

### Training Areas

* **Training Area**: A basic training area. Fills up 1 Slot. 5,000 Gold
* **Enhanced Training Area**: A more advanced training area, equipped with higher quality tools. Training here grants 3 EXP a minute. Fills up 1 Slot. 12,500 Gold
* **Superior Training Area**: A highly sophisticated training field that has equipment far beyond your everyday training dummy. Training here grants 4 EXP a minute. Fills up 1 Slot. 25,000 Gold
* **High-tech Training Center**: A state-of-the-art training center that even the military would be jealous of. Training here grants 7.5 EXP a minute. Fills up 2 Slots. 50,000 Gold

### Resources

* **Farmland**: An area of fertile soil that is perfect for farming. Every 2 weeks, a single plot of Farmland will produce the owner a yield of crops, granting them 5,000 Gold a harvest. Fills up 1 Slot. 20,000 Gold
* **Coal Deposit**: An area of rock and stone that has coal buried within it. Can be dug up using a Mining Drill and will destroy the Coal Deposit upon completion. Each harvested Coal Deposit grants the owner 25,000 Gold when completed. Fills up 1 Slot. Cannot be purchased.
* **Logging Posts**: A place where trees are harvested and replanted every month in order to make a profit for the landowner. Every harvest will grant the owner 7,500 Gold per Logging Post. Fills up 2 Slots. 15,000 Gold

### Tools

* **Mining Drill**: This drill can be used to dig up mineral deposits. After a Mining Drill is used on a mineral deposit, the deposit will be destroyed, clearing up an equal number of slots to the cleared deposit. A Mining Drill takes 7 days to mine a Deposit. Mining Drills have a single use. 10,000 Gold
Weapons

**Weapons** are one of the three classifications of items found in *Strain Tactics*. These are what your units will be using to clean the world of Strain, as well the occasional human/machine. They can be further categorized by their size and use. Do note that thrown and/or consumable weaponry are found under the Consumables category.

*Note: Additional information about each weapon, prices, specs, hidden details, and more can be found on their respective pages.*
Iron Hoof

Name:  Iron Hoof

Age: 32

Gender: Male

Species: Earth Pony

Height: 3'5

Backstory: Captain of the Viper Family. The blackhorse of the night. A crazy hot blooded brawling enthusist. Runs off the philosphy of we all die someday so why not live it up day by day. He is Cocky,and full of himself. a charsmatic psycopath.

Equipment: Steel bat,and a fancy engraved dagger that has a cobra etched into the blade.Pink pen stripe suit,and a black shirt,and a bullet necklace with an eye patch.

Chaotic neutral.
Cherri Pai

## Biography

Cherri was created for the sole purpose of war, her DNA was synthesized to make a Super solider that would be perfect for space combat....what they got was Cherri. she is a top notch engineer from the 31st century, a year after the interstellar war had ended in 3025 Cherri was assigned to captain a starship. The Neighponese star ship the Ryujo. with it the task of going back in time using the gravity well method. she was supposed to come back and report her findings but stayed in order to help with the dismantlement of a cult that would have taken out 1/3 the population of the NLR. Doing so she Volunteered to become a vampire. after staying a while after she realized she didn't have enough fuel to go the same way back and had to find alternate ways of time travel. though that invention after testing became to be known as extremely unreliable and the project was shut down cherri making it back to the 31st century in one piece was pure luck at that point
Silver Eclipse

Played by Avedon

## Biography

The son of a legendary retired general and a cosmic monstrosity, Silver grew up not knowing his true mother to try to spare him the knowledge of the creature he truly was to give him some semblance of normalcy as a pony. Despite his father's efforts the allure of military life fell-flat, and he went to study his gift of Shadowmancy upon discovering his nature. Though roped into world-hopping and threatening adventures during this time, the life of a "hero" felt equally unsuited in almost every possible way. Instead, he has been quietly content to spend his time enjoying history and learning his magic.

## 21st century origin mortal

Cherri Pai "Kiddnapped" Silver taking him back to the 31st century
Lok Carol

Name: Lok Carol

Age/birthday:hell if she knows 18

Gender: female

Species: evolved goblin

Height:4’2

Backstory: Just an idiot savant who came from a desert wasteland of a planet, Under a black hole sun. She can craft, and macgyver stuff like guns and ships and oddities. She will start randomly taking anything she sees apart or deems not efficient.

Talent: crafting a magnitude of makeshift guns and crafts

Equipment: Scrap baggy,Shockey stick,and hair trigger junk plasma gun.

Orientation: She likes chinese.

**Stats**

Name:Lok Carol

Species: Mutated/Goblin/mix breed

Soldier: 3

Agent: 1

Tech: 6

Combat Rating: 2

HP:9

Mana: 2

Initiative: 3

Defense: 6

Skills: hacking +6, Ranged +4, vehicle +2hacking

Tags:

 Gadgeteering: Receive a +3 bonus to rolls using an applicable Knowledge skill whenever you attempt to design and build a new machine or device.

Gearhead: Receive a +3 to Knowledge (Mechanics) or (Engineering) when repairing or modifying a vehicle.

Nimble: This talent allows you to automatically dodge one attack per combat. If taken twice, you may dodge two attacks per combat.

Equipment: clothing 1 DR, Fuel rod cannon 12dm