recursal/Fanatic-Fandom huggingface dataset:
Economy

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**Note**: This page concerns the bitmoney aspect of the game. See the Mariant Guide for the other cash currency.

The standard currency of the Federation is "Bitmoney", which is needed to train all troops and build most structures. Bitmoney is also used to revive troops at the Federal Insurance Bureau if they were lost in a defensive battle.

Bitmoney can be earned through gaining levels, completing certain quests, collecting it from some Dark Hive missions, and selling resources at the market.

## Resource Market

Resources are sold at market by sending them through Cargo Shuttles. You build one Cargo Shuttle by completing the tutorial quests at the start of the game. Additional Cargo Shuttles and Orbital Shuttles can also be built to expand access to the market by providing additional cargo space.

There are a total of 6 resources which take up varying amounts of cargo space and can net different amounts of Bitmoney per cargo unit. These resources are:

* **Selium**, sold 100 units per cargo space

* **Fram**, sold 50 units per cargo space

* **Herbert**, sold 20 units per cargo space

* **Gravylic**, sold 10 units per cargo space

* **Data blocks**, sold 4 units per cargo space

* **Tixid**, sold 1 unit per cargo space

## Market Prices

The selling price for resources is determined by market demand, which changes every 5 minutes. Market demand is indicated by a system of red or green arrows. Lower demand is indicated with more red arrows and higher demand is indicated with more green arrows. Resources can be sold for more Bitmoney if the market demand is high when the resources are sent. The base selling price for any resource is indicated by a single green arrow.

Selium, Fram, Herbert, and Gravylic all have the same base selling price of 50 Bitmoney per cargo space. All four of these resources are sold for 10 fewer Bitmoney for every reduction in market demand (minimum of 20 Bitmoney per cargo space for three red arrow demand). Increasing market demand for each of these resources increases the selling price differently. The following table lists all possible selling prices for these 4 resources.

Data blocks do not change value in the market and are always sold for 80 Bitmoney per cargo space.

Tixid base selling price is 300 Bitmoney per cargo space. Tixid market demand only changes to one red arrow or two green arrows. At low demand, Tixid is sold for 250 Bitmoney per cargo space. At high demand, Tixid is sold for 500 Bitmoney per cargo space.
Special Bonus Items

Special Bonus Items are available to buy from the Black Market for Mariants. Bonuses provide a special boost for one hour and can be extended by an additional hour. Once bought the bonus item will be found in your Storage menu, under the Bonus tab.

## 1000 Population

Activating this bonus temporarily increases player population by 1000 for 1 hour. It costs 2000 mariants to buy. This bonus can be used by level 40+ players only. You can prolong the effect of this bonus by an additional hour by activating it again.

## 1500 Population

Activating this bonus temporarily increases population by 1500 for 1 hour. It costs 2800 mariants to buy. This Bonus can be used by level 40+ players only. You can prolong the effect of this bonus by an additional hour by activating it again.

## Sabotage

This Bonus allows you to attack other players secretly for 1 hour. The target will not get any information about you, so they wont be able to add you to their radar (preventing any return attack). You can prolong the effect of this bonus by an additional hour by activating it again.

## Federal Brigade

Activating this bonus allows you to build two buildings simultaneously for 1 hour. You can prolong the effect of this bonus by an additional hour by activating it again. Currently this bonus is not available to be bought via the Black Market. It has only been made available as a limited gift from the trade union page.

You can check for gifts here :- https://www.facebook.com/elementverge

## Whistleblower

This bonus allows you to detect enemy troops and resources by hovering your mouse over the target. This avoids any direct confrontation (through recon) with a player. You can prolong the effect of this bonus by an additional hour by activating it again. It has only been made available as a limited gift from the trade union page.

You can check for gifts here :- https://www.facebook.com/elementverge
Enemy Troops

A page about non-player enemy troops in Element.

Non-player enemies are located in all the areas surrounding your base. You will need to defeat these to expand your base. They start fairly simple but gain in strength and numbers as you venture further.

Each enemy has a specific offensive strength, just like your own troops do.

**Tip**: Matching certain types of troop will give you an advantage over the enemy. Try to pick troops that do not have a weakness to their attacks. They often come in pairs too, so avoid using both types of troop which they have a +60% bonus over, while trying to pick ones that have the +60% bonus against them.

## Hunter

The Hunter is the first basic enemy you will fight. **Avoid using Infantry** against them.

* Type: Infantry
* Strength: +60% vs Infantry
* Power: 90

Suggested troops to attack with:

* Thermo (Mech)
* Shark (Aircraft)
* Warden (Drone)
* Mammoth (Vehicle)

## Rider

Riders are vehicle type enemies. **Avoid using drones** against them.

* Type: Vehicle
* Strength: +60% vs Drone
* Power: 360

Suggested troops to attack with:

* Stalker (Infantry)
* Phantom (Mutant)
* Patriot (Mech)
* Storm (Aircraft)

## Solderin

Solderin are mutant type troops. **Avoid using vehicles** against them.

* Type: Mutant
* Strength: +60% vs Vehicle
* Power: 360

Suggested troops to attack with:

* Zeus (Mech)
* Termit (Drone)

## Demon

**Demon** are aircraft type troops. **Avoid using mutants** against them

* Type: Aircraft
* Strength: +60% vs Mutant
* Power: 800

Suggested troops to attack with:

* Volcano (Vehicle)
* Mirage (Infantry)

## Microbot

Microbots are drone type troops. **Avoid using mech** against them. Although seemingly weak, Microbots overcome this with their sheer numbers.

* Type: Drone
* Strength: +60% vs Mech
* Power: 40

Suggested troops to attack with:

* Punisher (Infantry)
* Hammer (Mutant)

## Lord

Lords are mech type troops. **Avoid using aircraft** against them

* Type: Mech
* Strength: +60% vs Aircraft
* Power: 1680

Suggested troops to attack with:

* Raptor (Vehicle)
* VS 1000 (Drone)
* Avenger (Infantry)
History

Tahlia was the first to start Bird-Mouse. She started with just Bird-Mouse. Bird-Mouse was created by Tahlia trying to draw a mouse, she failed horribly and decided it looked like a mix between a bird and a mouse. She added the body and decided to creatively name him Bird-Mouse doing things, like letting people die, and just being generally sassy. The Fangirls/Fanboys were quickly created after that. Tahlia and Cheyenne were mucking around in class one day and created a character called Paul from Bingo, though it was just a name and had no intention of becoming a character it was an inside joke that created him. Then Tahlia did her first Bird-Mouse comic strip featuring a mystery villain kidnapping Paul. Tahlia neglected the strip and instead focused on the new villain Count Fowl. It was around this time that Cheyenne started to get into Bird-Mouse for before she had thought the whole thing stupid. Tahlia was drawing Bird-Mouse dressed as a girl when Cheyenne added Sir Father which was based off Iwatobi Bird from Free! Eternal Summer. That was when Sir Father was first created. Shortly after that the villain got a confirmed body and personality. The villain was Count Fowl. Count Fowl starred in many strips when Tahlia and Cheyenne started thinking they would be a good couple and made Count Fowl be in love with Bird-Mouse. A while later Cheyenne decided she would like a character to be the assistant of Bird-Mouse. The assistant was originally meant to be a guy but somehow turned out to be designed as a girl. The assistant was Purrity. Cheyenne had also decided she wanted another character so Tahlia created Tacoon after many days of retrying and he turned out to be another villain. Cheyenne has also drawn an anime version of Bird-Mouse. After a while Cheyenne created this Wiki and that is all that has happened so far.
Vera

**Vera** was the synth of Dr. George Millican that he disliked due to her strict nature and the lack of freedom he had under her control.

## Biography

### Episode 1.1

Vera is seen when the lady from the hospital comes around to demonstrate the new model of carer synth. Vera attempts to take George's blood pressure but George backs away. The lady she is with says that if his current synth, Odi doesn't pass the examination then he will get Vera.

### Episode 1.2

Vera is given to George despite not wanting her around. She angers him by forcibly moving him into the house when he goes outside to visit Odi. He dislikes Vera's control over his life. George attempts to rename her Tugboat but she says that it is not on the official list of names.

### Episode 1.3

George tells Vera that he wants to move his bedroom downstairs and he can clear some stuff out of an old room. Vera approves of the idea and goes to open the curtains. George locks the door on her and gets into the car with Odi, telling him to drive. Vera twists off the door handle and gets out just in time to see them driving away from the house.

### Episode 1.4

When Leo and Max arrive, Vera watches as George answers the door. George then tells her that they are from the church and she needs to go and make some tea. Vera watches them both closely as they come out.

### Episode 1.5

Vera is present when George answers the door to Niska and although George initially believes her to be human, Vera says that she detects no other human, just another synth. George tells her she is wrong and Vera goes to make some tea for Niska. When Pete comes around to investigate Odi, Vera tells him that she is the only synthetic in the house and that Odi was last seen a few days ago.

### Episode 1.6

Vera is powered down while Niska tries to maintain control over George. George tells Niska that if Vera is powered down too long then his GP is notified.

### Episode 1.7

When Karen attempts to shoot Niska, Vera gets in the way at first and takes one of the bullets through her hand which automatically alerts the emergency services. She then gets one in her head and is left lying motionless on the stairs.

###
Ed Hooley

Ed
--

**Ed Hooley** was Mia's boss at a beachside cafe during a time when Mia was in hiding. The two later developed a brief romantic attraction to one another, which ended when he kidnapped and tried to sell her.

## **Personality**

At first impression, Ed seems kind and sincere, which is probably why Mia ends up falling for him. He also cares a lot about his aging mother, and will go to great lengths to get money for her healthcare. However, he has also shown that he can be cunning, and quite cruel, at least to synths. He knew that Mia was sentient, and that she loved and trusted him, but he still tried to sell her.

## **Relationships**

### Mia

Mia starts working at Ed's café as Anita, and at first he has no idea that she's conscious. Even so, he develops an attraction to her almost right away. When he finds out she's conscious, he's at first horrified, but he then seemingly accepts it. They start a brief affair, but this ends when he follows his friend's advice and kidnaps her in order to sell her. Even though the scheme doesn't succeed, the betrayal hurts Mia deeply.

## Appearances

* Season 2
* Season 3

* Episode 2.1
* Episode 2.2
* Episode 2.3
* Episode 2.4
* Episode 2.5

- Episode 3.3

- Episode 3.4
Resources

Resources are used to train and upgrade troops. They can also be sold for bitcoin via the cargo shuttle.

All resources are stored in **Warehouses** except Tixid, which needs a **Tixid Storage** building.

Resource farms are located throughout the base map. To start farming these you will need to clear a path to them. Each sector contains enemies and will need bitcoin to clear.

Most resources require research to be done in the lab before you can access the buildings needed to farm them.

Resources can also be gained from dark hive deliveries or stolen from players by destroying farms, cargo and storage facilities.

## Selium

**Selium** can be found in geysers located in the northeastern area of the map. Build a Selium Refiner on the location to start farming it.

Research :-

* None

Used for :-

* Training troops
* Trade via Cargo Shuttle for Bitcoin

This item can be brought using Mariants (Black Market) available 100 M for 13k and 400 M for 52k

## Fram

**Fram** is located in sectors in the southwestern area of the map. Build a Fram Extractor on the location to start farming it.

Research :-

* Fram Refinement

Used for :-

* Training troops
* Trade via Cargo Shuttle for Bitcoin

This item can be brought using Mariants (Black Market) available 100 M for 6.5k and 400 M for 26k

## Herbert

**Herbert** spice is located to the northwestern area of the map. Build a Herbert Harvester on the location to start farming it.

Research :-

* Herbert Refinement

Used for :-

* Training troops
* Trade via Cargo Shuttle for Bitcoin

This item can be brought using Mariants (Black Market) available 100 M for 2.6k and 400 M for 10.4k

## Gravylic

**Gravylic** deposits are located in the southeastern area of the map. Build a Gravylic Collector on the location to start farming it.

Research :-

* Gravylic Condensation (mispelt as 'Grarylic' in the lab menu)

Used for :-

* Training troop
* Trade via Cargo Shuttle for Bitcoin

This item can be brought using Mariants (Black Market) available 100M for 1.3k and 400 M for 5.2k

## Tixid

**Tixid** is a rare resource available by attacking enemies located in unique event locations (Reapers) on the planet map. You will get access to these at level 20+. An Enigma Station is needed to attack these locations, which cannot be built unless you join a corporation. Tixid can also be stolen from players.

Build a Tixid Storage building to store it.

Research :-

* None

    Used for :-

* Upgrading troops to elite ones
* Trade via Cargo Shuttle for Bitcoin

**Note:** *In order to use tixid to upgrade troops you will need to build a Renovation Depot and a Secret Lab first.*
Sir Father

Sir Father is one of the side characters of the comic series. This page is where you can find out about him.

## Appearance and Character

### **Appearance**

Sir Father is an Owl so his appearance reflects this animal. He has a similar look to Iwatobi Bird from Free! Iwatobi Swim Club/Eternal Summer. His head is octagon shaped. His face consists of a beak and two beady open eyes like his son, his body is all bird. In the Anime Adaption and Manga Adaption he is shown to have white hair, a goatee and ice blue eyes. His jewellery consists of punk piercings on his ears and a ring on his finger. He wears a black dress shirt with long sleeves, suspenders, a spiked belt, black baggy pants, black boots and non matching rainbow socks. His expressions often vary from perverted, pedophilic, flirty, creepy, and happy (around Bird-Mouse).
Cheyenne

Cheyenne is one of the creators of Bird-Mouse. She has designed the Anime Adaption and Manga Adaption of the comic, and has helped Tahlia with story lines, plots, character design, and more. Cheyenne is also the editor and founder of Bird-Mouse Wiki.

## Characters

Cheyenne created the character Sir Father. She has come up with the ideas and created Purrity and Tacoon. She has also helped with the character design with almost every character.
Territories

One of the main tasks in the game is expanding your base into the neighbouring forests inhabited by the Reapers. To do that, you have to attack the territories adjacent to your base, kill all the Reapers in that area and subsequently clear the area of the original terrain (forests etc.). As a result, you will receive:

* Quest reward;
* new area for your buildings;
* decrease in Threat Level;
* some of the locations grant another bonuses, e.g. mineral sources.

There are 93 territories in total to claim. As you are advancing the game, the Reaper fortifications are becoming stronger and tougher to acquire.

## Critical Threat areas

There are 21 territories to be cleared to overcome this status.

## Very High Threat areas

There are 20 territories to be cleared to overcome this status.

## High Threat areas

There are 18 territories to be cleared to overcome this status.

## Moderate Threat areas

There are 17 territories to be cleared to overcome this status.

## Low Threat areas

There are 17 territories to be cleared to overcome this status.
Street Samurai

Street Samurai are modern day high-tech warriors of the cyberpunk landscape. Often equipped with the latest in Cybernetics and Bioware, Street Samurais are some of the most formidable combatants one can encounter in the shadows. Despite being some of the most ruthless killers around, Street Samurai all have some sort of code of honor they adhere to, ranging from something as simple as "no women, no kids" all the way up to traditional Bushido.

## Street Samurai

**Point Cost**: 3

Street Samurai is a serious way of life, requiring incorporation into a character's Hook.

* **Weapons Specialist**: Street Samurai are masters of all implements of death, from traditional Katanas to modern semi-automatic firearms. As such, Street Samurai gain +1 Weapons and +1 Guns, and treat their weapons as if they have 1 additional Weapon Rating than normal.
* **Nimble**: Life in in the shadows keeps Street Samurais on their toes, granting them +1 Athletics
* **Hardened**: Ready for punishment, Street Samurais can take a beating better than most, gaining +1 to the rating of any Armor they wear
* **Ready for Action**: Street Samurai live on the edge all the time, prepared to fight in all circumstances. Street Samurai gain +1 Initiative in all combats, and have an almost supernatural sense of when a battle is coming, giving them a single action to be taken just before conflict begins
* **Code of Honor**: All Street Samurai have *some* code of honor; one of their non-Hook aspects must reflect their code of conduct
Spartans

The ultimate warrior, Spartans are supreme fighters who never retreat, and never surrender. War is their profession, and they live only to die in glorious battle against a worthy adversary.

## Spartan:

**Point Cost**: 4

Being a Spartan is a significant part of a character's life, and must be incorporated into their Hook.

* **Diehard**: Spartans can take punishment beyond the endurance of most, granting them +1 Physical Stress.
* **Weapons Mastery**: All Spartans train with a range of weaponry, gaining +1 Weapons and +1 to the Weapon Rating of any Weapon they use.
* **Brawler**: Spartans are extremely capable combatants, even when unarmed. As such, they gain +1 Fists and deal +1 Stress on a successful hit.
* **Strong**: There is no room for weakness among the Spartans; each gain +1 Athletics and +1 Might.
* **Initiative**: Always prepared for war, Spartans gain +2 Initative under all circumstances.
* **Survivors**: Trained to survive in the harshest of conditions, Spartans gain +2 Survival.
* **No Retreat, No Surrender**: Spartans never back down from battle, and will fight to the bitter end. They will never willingly leave a battle once engaged.
Experience

In the Fate System, character development is more significant than skill and ability advancement. That said, as characters survive from adventure to adventure they gain both Skills and Refresh Points.

Characters can measure their Experience in a number of game sessions completed.

Roughly speaking, Skill Points are gained at the rate of 1 per 3 game sessions, and Refresh Points at the rate of 1 per 10 game sessions. (TODO: This formula needs to be refined for the Skill Points, then expressed on this chart above.)

For reference, refer to this Dredsen Custom Power Level chart .
Othello

He is a Synth nanny who became conscious and was captured in a place called silo,then he was rescued by Mia,Hester and Leo who set out on a mission to rescue the Synth from that place,but their mission failed because the other Synth left suffered a radiation attack that left them unconscious and fell in the grass,Othello and four other Synth were saved and went to a train where they would be safe.

## Othello

### **Actor**

Nathanael James

he was seen again in season 3 living at the The Railyard together with other Synth that were awakened on day 0

collaborate with Anatole when he took over as leader, then when he was disconnected for avoid a  electrocution, fight with the other Synth against the humans in the battle of Basswood and in mia's farewell.
The Prison State

When the Dragon made the Sixth Great Lake of **Warpath**, more was torn apart in the landscape than just the ground of northern Indiana and Ohio. The horrendous tearing of the land also shifted the whole Lower Peninsula of Michigan into its own plane of existence trapped between the real world and the astral plane. Suspended in this way, Michigan has become an island onto its own, isolated in every single way from the rest of the worlds both spiritual and tangible. Those who venture out deep into the waters of the Great Lakes seeking an escape vanish into horrific unnatural storms, never to be seen or heard from again. With this, Michigan has had to adapt and become completely self-sufficient. Only the smallest number of highly-controlled imports (and new prisoners) entering from Ontario and the Upper Peninsula using the remaining bridges still connecting Michigan to the real world.
Mutants

Children of the atom, Mutants are normal people who have spontaneously developed superhuman abilities. These mutations range from the minor to the extraordinary, and often come with a physical deformity of some sort marking them as something other than a normal person. Mutants often believe they are an advancement of their species, and normal people tend to resent and fear the power Mutants wield.
Summoner

Summoners is a broad set of powers that applies to any character who can bring in Scrubs to achieve specific objectives. These may be as mundane as lifting a heavy object or breaking open a barrier, or could be more involved such as battling a single targeted adversary. In any case, the summoned entity can enter the scene with relative ease, only remains around until their specified task is complete, and finally then departs with equal ease. This duration is typically limited to a single scene, limited to only adding Scrubs, and always requires a Fate Point and a Skill Roll to summon.

## Summoning Mechanics

Summoning is not guaranteed -- the summoner must make a Skill Roll to bring in the Scrub in question. Mechanically, the Summoning Skill Roll follows the mechanics for Evocation, including appropriate type of Stress, with extra shifts. The type of Skills used and Stress type taken varies with the Type of Summoning the Summoner chosen. The Summoner can take Backlash to the same Stress type, and cannot take Fallout.

Summoning Costs
 +2
 +2
 -1

## Summoner

**Point Cost**: Basic: 2, Expert: 3, Master: 4

* Tied to a specific type of Summoned Scrub; may change type as you upgrade
	+ -1 Cost for limitation to Scrub type (i.e. specific element, specific size, etc)
* Max Refresh of Scrub varies based on level
	+ Basic = 3 Refresh Scrub
	+ Expert = 4 Refresh Scrub
	+ Master = 5 Refresh Scrub
* Must be incorporated into a Character Aspect
* Type of Summoning: choose one for all summonings
	+ +1 Cost for Social Summoning (uses Presence for rolls, Rapport for initial shifts, and Social Stress)
	+ 0 Cost for Magical Summoning (uses Lore for rolls, Conviction for initial shifts, and Mental Stress)
	+ -1 Cost for Fabricated Summoning (uses Craftsmanship for rolls, Resources for initial shifts, and Physical Stress)

## Summoned Scrub Types

Only specific Species of Scrubs may be summoned, and it takes a more-experienced Summoner to bring in more-powerful sorts of Scrubs

### Basic Summoned Scrubs

* Beast (3-Refresh limit)
* Program (3-Refresh limit)
* Skeleton

### Expert Summoned Scrubs

* Robot (3-Refresh limit)
* Monster
* Elemental
* Zombies

### Master Summoned Scrubs

* Horror
* Angel
* Devil
* Demon
* Droid
* Hologram
* Undead
Ninjas

Mystical masters of stealth and cunning, Ninjas are skilled spies and assassins able to find entry to even the most secure institutions. Once dedicated to the job, few things can stop a Ninja from success.

## Ninja:

**Point Cost**: 4

* **Unseen Movement**: First and foremost, the Ninja is a master of moving unseen. Difficulty factors due to movement are reduce by 2 for the Ninja. Additionally, Ninjas gain +1 Stealth.
* **Incredible Agility**: Ninjas can perform extraordinary feats of movement, from running along walls to remarkable rebounding jumps. With these movement options, Ninjas can traverse many barriers which would otherwise be inaccessible to others. Additionally, Ninjas gain +1 Athletics.
* **Honed Instincts**: At all times the Ninja maintains an awareness of their surroundings, always on the alert for danger. As such, Ninjas gain +1 to Initiative in all circumstances.
* **Trickery**: The Ninja is a master of deception, using chaos and confusion to keep their opponents off-balance. Ninjas gain +1 Deceit. Additionally, Ninjas gain an additional +1 bonus to rolls for creating and maintaining disguises.
* **Elusive**: Escape is another specialty of the Ninja. Through a combination of agility and trickery, the Ninja can seem to vanish in plain sight, often when a battle is either complete or has turned hopelessly against them. Beyond this, Ninjas have a talent to escape bonds of all sorts, gaining +2 to rolls related to removing personal restraints. This bonus increases to +4 if the Ninja is unobserved when making such an escape attempt.
* **Hand-to-Hand Combat**: Trained in martial arts, the Ninja is skilled at fighting, gaining +1 Fists and +1 Weapons.
* **Concealed Exotic Weapons**: Along with deception, a Ninja trains in a variety of unorthodox weaponry. These weapons tend to be less-directly lethal in most hands, seen as odd or impractical to most. Yet, in the hands of the Ninja, these myriad of weapons can catch opponents off-guard, which is precisely where the Ninja excels most. Unless extreme measures are taken, a Ninja will always have a concealed exotic Weapon-Rating-1 on their person. Ninjas can treat these exotic Weapon-Rating-1 as if they were Weapon-Rating-2.
* **Ninja Code**: Once a job has been accepted, Ninjas cannot betray their clients, regardless of the consequences to their own being. Some Ninja take this to such an extreme as to even carry out missions which their client have cancelled, insisting that the job must be fulfilled at any cost.
Barbz

Barbz (Bob) is one of the side characters of the comic series. This page is where you can find out about him.

## Appearance and Character

### **Appearance**

Barbz is the only normal animal in the series. His head is shaped like Wilfred's, only slightly rounder, with two long ears that hang on either side of his head. His face consists of droopy closed eyes and his mouth is not shown. In the Anime Adaption and and Manga Adaption he is shown to have long, black dreadlocks with beads and string hanging from them and brown eyes, he wears a tie-dyed t-shirt, long saggy jeans, flip flops, a rasta beanie, and a chain necklace that matches Bohst's. His expressions often vary from chill, relaxed, happy, day-dreamy and cool.
Sally

Sally is a Synth that was first seen in Qualia when Athena was analyzing the anomalous Synth on her tablet.

## Sally

### **Actor**

Mera Mayde

She was then taken to a room with other Synth so that one of them could find Leo Hester.

She was then sent to the Sylo with the other conscious Synth they captured.

Later Leo, Mia and Hester went to the Silo to rescue the Synth captured in Qualia and their mission failed because most of the Synth fell unconscious on the grass from a radiation hit and possibly died (although we are not entirely sure because some of them were seen waking up and not with the gray eyes they get when they die).
Campaign Aspects and Themes

## Aspects

Like characters, the Detroit Metropolitan Prison State can be defined largely by a series of Aspects:

 Everything of legend or pop culture is real
 Detroit is home to the world's outcasts
 Everything is available (somewhere) for the right price
 Today's obstacle may be tomorrow's asset
 Data is available on everything ... if you dig hard enough
 Knowledge is plentiful, but so too are opinions
 Everything is interconnected in some way or another

## Troubles

The Detroit Metropolitan Prison State is plagued by many woes:

 The isolated 1% of the population own 99% of everything
 The Government exists to serve Corporations
 Luxuries are affordable, while necessities are costly
 Financial desperation has become widespread, and with it, crime and corruption

## Details

 Rathrok the Dragon lives underneath Grand Circus Park
 Magic enables cybernetics and bioware
 Gold is precious to both magic and technology alike
 The more a machine thinks, the less cooperative it is
 You cannot program self-awareness, but it can emerge with time
Flavor From and In Michigan

I've always wondered if Michigan has a higher concentration of awesome stuff which has come from, or was shaped within, this state. I think more than anything it's just my love of my home state, and that I choose to focus on the wonders that have come from here. Perhaps were I to find that same love for another place, I would find as much to be amazed with as I am here in Michigan.

But, for now, I'm going to just focus on how cool Michigan is.

**People**:

List of People From Michigan, Pictures of People Born in Michigan

**Companies**:

List of Companies of Note in Michigan, List of Companies Headquartered in Michigan
Gun Magic

Gun Mages are able to channel magical energy through their firearms to deliver powerful bursts of Evocation into the world. The power that they weld eventually burns out conventional firearms, but the destructive force behind their shots makes it worth the cost.

## Gun Mage:

**Point Cost**: 3

Functions as Evocation, with the following exceptions:

* Use Guns in place of Discipline for all cases
* Requires a firearm in hand with bullet loaded to cast a spell
* Firing the loaded firearm triggers the spell to take form
* May use any Element as part of a spell
* Spells cannot have more than 3 shifts of power per Weapon Rating
* Effects always originate with a bullet striking a subject
* Spells always deliver the Weapon Rating as damage in addition to the spell cast
* Backlash may be applied to the Weapon, up to 1 point per Weapon Rating; any Weapon taking Backlash is ruined
* Blocks can be performed, but require a semi-automatic to fully-automatic stream of bullets to sustain, and created cannot be used for Armor
* Cannot Redirect Spell Energy
* No Deliberate Hexing

## Magelocks and Rune Bullets

**Magelocks** are specially reinforced firearms crafted as per Focus Items, but applying to all elements rather than just one.

**Rune Bullets** are pre-crafted spells with +1 Shift of Power which doesn't count against the power limits of the spell. A Gun Mage may have 3 Rune Bullets per Item Slot spent.
Advice on Compels

Essentially, a **Compel** is where an Aspect is invoked on a character to forego a roll in place of a dramatic, interesting plot effect.

Here are some good links I've found on the subject of Compels:

Fate Compels in a Nutshell

How Fate games could go wrong and how to prevent that

The Formula:

1. Something relevant to aspect X happens.
2. The player chooses to respond with Y.
3. Z happens as a result.\*

\* = Z is something complicated and/or horrible, and is not bound by the application of other game rules (like skill rolls, etc.)

The Compel Templates:

• **Event-based**: You have \_\_\_\_ aspect and are in \_\_\_\_ situation, so it makes sense that, unfortunately, \_\_\_\_ would happen to you. Damn your luck.
• **Decision-based**: You have \_\_\_\_ aspect in \_\_\_\_ situation, so it makes sense that you’d decide to \_\_\_\_. This goes wrong when \_\_\_\_ happens.

A really good explanation via example:

1. Remember that in Fate, the *player* is always an informed participant, even when the *character* isn't. The gap between player and character knowledge is *much* bigger in Fate.

Situation: A hostage is tied to a chair. There is a trap which incinerates the room if anyone touches the hostage.

**D&D answer**: Tell the players nothing. Make hidden Perception checks. If anyone explicitly searches, make Search checks. Lie unless the players succeed at these checks.

**Fate answer**: Tell the players immediately that there's a trap. Let them make rolls and use aspects freely to see if the *characters* spot it. If one of the players has a "reckless" or "rescuer" aspect, compel it - offering a fate point if their character runs in carelessly and sets the trap off. Make the players *partners* in decisions that hurt their characters.
Cybernetics

Cybernetics are a broad range of electronic modifications implanted within a character's body through advanced surgery. Though these implants are still artificial machines, the process which inserts them into living bodies makes Cybernetics part of a character for all purposes. Cybernetics are powered using a character's own body, just as any other organ would be. They can be damaged, just like any other part of a being, but require surgery and repairs to recover from injury.

The appearance of Cybernetics varies widely based on the type of implant. Typically it is rather obvious to even casual observation when a character has Cybernetics, including the basic nature of said augmentation.

Many Cybernetics have Ratings, listed in numbers after the name of the upgrade. A character may only have a single version of Cybernetics with a rating available.
GM Fate Points

Fates Points are the currency of any Fate System Game, and the lifeblood by which it lives. You have to strike a proper balance of not having too few so that they lose value, but also not having so many that their cost is meaningless. Characters should always feel some sting when they have to shell out a Fate Point.

## NPC Fate Points

I am an advocate of NPCs having their Aspects be invoked throughout stories to supplement what Refresh Points they happen to have. At the beginning of a scene with an NPC, I give them 1 Fate Point per Aspect that has been involved in their role in the story to this point. This in turn lets them have some of their background and personality come into play even if they may not get invoked of compelled throughout the scene.

I also think it makes sense to give anyone mentioned in the job an extra Fate Point, and targets of jobs one more on top of that.

## Story Fate Points

However, NPCs simply do not get enough screen-time in this fashion alone to make them able to keep up with the pool of Fate Points the players will have been able to bank. As such, I feel like the *story itself* needs to have its own Fate Points which are available to the GM to use on any Aspects throughout the story to keep the NPCs making headway. I advocate tying this GM Fate Point Pool to the size of the adventure you are planning:

Job Sizes and Pay
 Important Link
 Solid Score
 Serious Hit
 Hold this Ground
 Epic Quest

Fixers refer to Jobs by these **Job Sizes**, and should be expected to pay within this range for each type of job. If that isn't the case, Shadowrunners will notice something is weird about the job, and the commitment to it is very certainly up for debate at that point.

However, Shadowrunners will also often get involved in jobs because it appeals to their nature and specialties: jobs are still considered on the level if they pay 2 Coin less per Character Aspect compelled.

## Importance of Fate Point Balance

Especially at higher levels, it really is Fate Points that make the difference between life and death for characters. Attacks are often so lethal that the cost of failing to hit or defend on a single attack can lead to the line between victory and defeat. If the GM doesn't have a limit on the number of Fate Points they have, then the value of Fate Points is destroyed -- players never have enough, and it is just a question of how many aspects alone the GM has to fight a player with.

With this in mind, I have come to the conclusion that the most meaningful measure of the adventure's difficulty is the number of Fate Points the GM is allowed to spend on their NPCs in the course of the story.

Each GM probably needs to find their own balance on how many Fate Points; what I have here is just my guideline that I am capturing for my own satisfaction and iteration on the craft of being a Fate RPG GM.
Greg

**Greg** was a man who flirted with Niska when she was pretending to be a human.

## Biography

### Episode 1.3

Greg flirted with Niska while she was reading a book at a bar. He warned her to not trust men except for men in grey suits who were the good guys as he was wearing one. She responded by saying that she had been waiting to meet one of good guys. They go back to his city apartment where she says her name is Candy which he knows is a fake name. She asks if he just wants to sleep with her and he says he would like to get to know her better as he likes her. She goes to the bathroom and sees a woman's hairband and hairbrush and thinks that Greg is in a relationship. She gets a kitchen knife and hides it behind her back when she sees Greg tidying up toys. He tells her that his daughter was staying that weekend. Niska puts down the knife and leaves. He calls out her name and then looks onto the chair she was standing in front of and sees the knife she was going to kill him with.
Mrs. Kennedy

**Mrs. Kennedy** is a minor character that filed for a lawsuit against a thereat with Laura's company.

## Season One

### Episode 1.4

A colleague of Laura's tells Laura about a woman who filed for a claim of human rights violation against a theater that had kicked her and her synth out. Mrs Kennedy claimed her synth could feel and think like a human and was enjoying the performance. Although Laura's company dismissed her claim, Laura was intrigued and went to follow up on her claim. Mrs Kennedy's synth displayed no abnormal behavior as he was not a conscious synth and Laura told her she had no claim. Mrs Kennedy told her that they couldn't just call synths gadgets as they had made them more than that.
Mary Millican

**Mary Millican** was the late wife of Dr. George Millican that he cared for deeply. She and George owned a synth named Odi.

## Biography

### Pre Series

Mary Millican was the wife of George Millican who worked on the first synthetics. Mary and George attended a wedding where a baby was sick on her jacket but Mary didn't mind as she loved little babies. At some point, Mary and George went to Spain where Odi overcooked the Eggs Benedict and Mary wouldn't let him help. Mary was stung by a bee on her foot at some point but she found it amusing and said Odi could laugh as well. Mary died later in pain and George had a stroke which made him lose all memories of her. Luckily, Odi remembered everything and stored all the memories for George.

## Trivia

* Lived at 53 Park Drive, NW6. NW6 is the London borough of Kilburn.
Detroit Metropolitan Prison State Wikia

## Welcome to the Detroit Metropolitan Prison State

The world may have awakened once again with the return of magic, but society itself has only regressed further. While dwarfs, elves, orcs, hobbits, goblins, giants, and many other races of old now populate the land again, tyrannical Corporations still run the every day lives of employee and consumer alike. What remains of the government supports this heartless pursuit of quarterly-earnings and financial reports of increased income and growth, with the needs of the common populace nowhere in the annual budget. The laws serve the wealthy and protect their intellectual property from those looking to get a share of the investments or undermine their profits.

Meanwhile, the once-united peninsula state of Michigan has become a true island nation onto itself, ruled with an iron will from the dragon who has made the salt mines beneath Detroit his nest. The Sixth Great Lake of **Warpath**, and the magical fallout from its creation, keep Michigan cut off from all of existence. Michigan has become the **Detroit Metropolitan Prison State**: a dumping ground for outcasts of the nation.

In this landscape, ruthless individuals look to bypass the red tape and legal restrictions of society to serve their ends both noble and selfish. In these times, they call upon the Shadowrunner: elite, covert operatives specializing in clandestine missions. It is through these unique individuals that the new battleground of the awakened world is fought -- not with armies and nations, but outside of society, deep in the shadows....

## Home-brew Shadowrun based on Dresden Fate RPG

The Detroit Metropolitan Prison State is a role-playing game campaign setting for an adaptation of the Dresden Fate RPG. Unless otherwise noted, this builds upon all the rules of the Dresden Files RPG.

Throughout the rules in this Wiki, there will be reference to a Skill or Trapping with a "+#" or "-#" modifier in front of it. In these cases, this should be read as a Skill Bonus (for +#) or Skill Penalty (for -#). Treat this as if the specified Skill/Trapping had an additional point for all purposes except Skill Advancement.

Additionally, Refresh Pool Points may be spend down to half-point increments. Any remaining half-points do a character no good except to add to what they might be able purchase at a later time. Starting Player-Characters are still required to not spend their last whole Refresh Point during character creation.

### Rule Modifications

All cases where this game deviates from the standard Dresden Fate RPG rules are captured here: Rule Modifications

## Resources

Shadowrun Random Name Generator - Excellent source for random Shadowrun concepts in the form of glorious names

Shadowrun Wiki - A source of lots of traditional Shadowrun material

Transformers Fate RPG - Another project using Fate System mechanics with Transformers!

## Latest activity

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

This **unborn child** refers to the, as of yet, unborn daughter of Mattie Hawkins and Leo Elster. She is also the niece of Toby and Sophie Hawkins and the granddaughter of Joe Hawkins, Laura Hawkins, David Elster and Beatrice Elster.

She is the first product of synth/human procreation ever, and is revealed to be herself half-synth and half-human.

Because of this, it is thought, and then confirmed by Niska, that she will be the first of a new kind, representing the future for synthetics and humans and becoming the next step of evolution for both species.

## **Trivia**

* Having Mattie Hawkins as her mother and Leo Elster as her father, this baby is a member of both the Hawkins and Elster family, and thus she links together the main families of the show.
* At the beginning of 3.6, we learn from Stanley that Mattie is 8-10 days pregnant.
* Stanley was the first character to find out about the pregnancy (even Mattie didn't know), after taking notice of the different trace of hormones in her urine. The next people who find out are (in order):
	+ Mattie, in 3.6, after Stanley tells her. Later on in the episode, she takes a pregnancy test which comes back positive.
	+ Leo, at the end of 3.6, when he asks Mattie what's wrong, so she shows him the positive test.
	+ Laura, in 3.7, when Mattie finds her mother sitting on the bench, where Laura and Mattie bonded in S1. Laura made a passing comment, along the lines of "Who made you the parent?" towards Mattie saying some wise things to Laura. That's when Mattie tells her that she's pregnant. They hug each other after the news.
	+ Niska, in 3.8, when V (in Odi's body), shows her. She's also the one to tell Mattie that her baby is going to be a girl and will be an important figure in history.
* In 3.8, we learn that she's a Hybrid; part human, part synth. She's inherited her human side from both her mother and father and her synth/hybrid side from just her father.

## **Family Gallery**

* Mattie Hawkins (Mother)
* Leo Elster (Father)
* Mattie Hawkins and Leo Elster (Parents)
* Joe Hawkins (Maternal Grandfather)
* Laura Hawkins (Maternal Grandmother)
* David Elster (Paternal Grandfather)
* Beatrice Elster (Paternal Grandmother)
* Toby Hawkins (Maternal Uncle)
* Sophie Hawkins (Maternal Auntie)
* Mattie, Laura, Joe and Toby (Mother, Maternal Grandparents and Maternal Uncle)
* Young Leo, Beatrice and David (Father and Paternal Grandparents)
* Mattie's positive pregnancy test
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Neil Maskell

**Neil Maskell** is an English actor, writer, and director who is known for his appearances in British crime and horror films such as *The Football Factory* and *Kill List*. Maskell portrays D.S. Pete Drummond in AMC's *Humans**.*

## Early life

Maskell was born in London. As a youngster, he played football for Long Lane JFC as a full-back. He first trained in acting at the Anna Scher Theatre in Islington, London, where he attended classes from the age of 11, and studied at the Miskin Theatre, Dartford at North West Kent College from 1992. He later worked as a director at the Miskin Theatre.

## Career

### **Film**

Maskell's film career began in 1997 with an appearance as Schmuddie in Gary Oldman's directorial debut *Nil by Mouth*. His leading role in the 2011 thriller *Kill List* attracted positive reviews from critics and saw him nominated for the Best Actor award at the British Independent Film Awards.

### **Television**

Maskell's first television appearance was in 1991 in the ITV police drama *The Bill*. Between 1992 and 2002, he made a further five appearances on the show, portraying a different character each time. He has had one-off roles in a number of other popular British serial dramas such as *Casualty*, *London's Burning*, and *Soldier Soldier*. His most regular television roles have been in the 2005 comedy series *Mike Bassett: Manager* and in the comedy sketch show *The Wrong Door*.
Unique Locations

A page to find out about unique locations in Element.

## Abandoned Warehouse

The abandoned warehouse is the yellow and blue structure located slightly south of the starting base. Conquering this location will grant extra storage space for resources.

Enemy Troops :-

* Hunters 2134
* Demons 360

Bonus Storage Space :-

* Selium 10500
* Fram 5300
* Herbert 2600
* Gravylic 1300
* Tixid 200

## Fallen Federation Shuttle

The Fallen Federation Shuttle is located directly north of the starting base. Conquering this location awards you with 2000 Microchips and 20 influence.

Enemy Troops :-

* Riders 294
* Solderin 196

## Federation Buildings

The Federation Buildings are located northwest of the starting base. Restoring the federation buildings awards an additional 600 population and 100 influence. These four enemies have an advantage over every troop, except Vehicles and Mech!

Enemy Troops :-

* Hunters 3120
* Riders 784
* Demons 464
* Lords 136

## Gravity Platform

    The Gravity Platform is located southeast of the starter location. It is *suspected* this grants an extra 100 cargo space when conquered (needs confirmation). It costs 57,000 bitcoin to develop when cleared of enemies.

Enemy Troops :-

* Microbot 7164
* Solderin 1194

## Reapers Field Camp

The Reapers Field Camp is located far north of the starter location. Destroying the reapers field camp awards 600 Tixid and 20 influence.

Enemy Troops :-

* Hunters 1533
* Riders 383
* Demons 230

## Grim Plateau \*(TBC)\*

It is unknown if this location does anything as yet. It is located due west and a little south of the starter location. It is a location that is unlocked at level 70+. *Details to be confirmed.*

Enemy Troops :-

* \*TBC\*