recursal/Fanatic-Fandom huggingface dataset:
Cargo Jettison System

*Reference Book: Star Wars Saga Edition Starships of the Galaxy*

**Starship Systems Type:** Starship Accessories

**Emplacement Points:** 1

**Availability:** Licensed

**Cost:** 1000 (Base)

A Cargo Jettison System allows a ship to dump part or all of it's cargo into space without docking or slowing down. The system is most often used by smugglers, though such designs were originally built for large freighters hauling explosive materials that might become unstable. A Pilot or System Operator can dump any single cargo bay, or all cargo on the ship, as a Swift Action. If this is done while the Starship is moving in space, it takes a DC 30 Perception or Use Computer check made as a Reaction to notice the Action from another Starship.
Citadel Guardsman

*Reference Book: Star Wars Saga Edition Dawn of Defiance (Sword of the Empire)*

*Affiliations: The Inquisitorius*

In red and black Stormtrooper Armor, Citadel Guardsmen handle basic security within the Citadel, including monitoring the Jedi prisoner level.

## Citadel Guardsman Statistics (CL 10)

Medium Human Soldier 10

**Force Points:** 4; **Dark Side Score:** 4

**Initiative:** +12; **Senses:** Low-Light Vision, Perception +13

**Languages:** Basic

### Defenses

Reflex Defense: 26 (Flat-Footed: 24), Fortitude Defense: 26, Will Defense: 21; Dodge, Mobility

Hit Points: 100, Damage Threshold: 31

### Offense

**Speed:** 6 Squares; Powerful Charge

**Melee:** Unarmed +14 (1d4+9)

**Melee:** Bayonet +14 (1d8+12)

**Melee:** Bayonet +14 (2d8+12) with Mighty Swing

**Ranged:** Blaster Rifle +13 (3d8+5)

**Ranged:** Frag Grenade (1) +13 (4d6+5, 2-Square Burst)

**Base Attack Bonus:** +10, **Grapple:** +13

**Attack Options:** Autofire (Blaster Rifle), Mighty Swing, Point-Blank Shot, Precise Shot

**Special Actions:** **Battle Analysis**, Coordinated Attack, **Cover Fire**

### Base Stats

**Abilities:** Strength 16, Dexterity 14, Constitution 14, Intelligence 10, Wisdom 12, Charisma 10

**Talents:** **Armored Defense**, **Battle Analysis**, **Cover Fire**, **Improved Armored Defense**, **Melee Smash**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Coordinated Attack, Dodge, Improved Damage Threshold, Mighty Swing, Mobility, Point-Blank Shot, Powerful Charge, Precise Shot, Weapon Focus (Rifles), Weapon Focus (Simple Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +12, Knowledge (Tactics) +10, Perception +13, Use Computer +10

**Possessions:** Stormtrooper Armor (+6 Reflex, +2 Fortitude; +2 Perception, Low-Light Vision), Blaster Rifle with Bayonet, Frag Grenade (1), Binder Cuffs, Comlink (Short-Range), Glow Rod, Medpac
Chev Sith Assassin

*Chev Sith Assassin character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The Sith Empire, The Sith, The Mecrosa Order*

The only thing more frightening than seeing a Sith Assassin- clad in black with glowing red eyes staring from a Sith mask- is not seeing one; the presence of a Vibroblade protruding from one's chest is often the alternative.

Established by Darth Revan and heavily utilized by Darth Sion, these surreptitious butchers specialize in practical modes of Jedi execution. They drain The Force from their targets to augment their own powers and expertly turn captives into Sith with a combination of torture, Sith Poisons, and the Dark Side-drenched masks they wear.

## Chev Sith Assassin Statistics (CL 6)

Medium Chev Jedi 4/Scoundrel 2

**Force Points:** 1; **Dark Side Score:** 14

**Initiative:** +11; **Senses:** Low-Light Vision, Perception +5

**Languages:** Basic, Chev, Chevin, Huttese, Sith

### Defenses

Reflex Defense: 21 (Flat-Footed: 18), Fortitude Defense: 16, Will Defense: 19

Hit Points: 51, Damage Threshold: 16

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +8 (1d6+3)

**Melee:** Force Pike +8 (2d8+3)

**Melee:** Vibroblade +8 (2d6+3)

**Ranged:** Hold-Out Blaster Pistol +8 (3d4+3)

**Base Attack Bonus:** +5, **Grapple:** +8

**Attack Options:** **Dastardly Strike**, Point-Blank Shot, Weapon Finesse

**Special Actions:** Melee Defense, **Power of the Dark Side**, Stealth Field Generator, **Swift Power**

**Force Power Suite (Use the Force +9):** *Battle Strike*, *Dark Rage*, *Surge*

**Species Traits (Chev):** Bonus Feat (Toughness)

### Base Stats

**Abilities:** Strength 10, Dexterity 16, Constitution 8, Intelligence 14, Wisdom 14, Charisma 13

**Talents:** **Dastardly Strike**, **Power of the Dark Side**, **Swift Power**

**Feats:** Force Sensitivity, Force Training, Martial Arts I, Melee Defense, Point-Blank Shot, Toughness, Weapon Finesse, Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Lightsabers), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Acrobatics +11, Deception +9, Initiative +11, Stealth +11, Use the Force +9

**Possessions:** Force Pike, Hold-Out Blaster Pistol, Vibroblade (Prototype General Template), Stealth Field Generator, Infra-Goggles (Low-Light Vision), Sith Mask
Clone Commander (Disambiguation)

**This article is a disambiguation page for Clone Commander (Disambiguation)**

The following is a list of links to pages that might share similar titles.

Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

There are few different versions of use for the term **Clone Commander:**

## Official

* Clone Commander (CL 5) from the *Saga Edition Core Rulebook*

## Homebrew

* Clone Platoon Commander (CL 5) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
* Clone Commander (CL 6) from *DMF's Big List of SWSE NPCs*
* Clone Battalion Commander (CL 7) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
* Clone Legion Commander (CL 12) from the *Clone Wars Saga Edition Fan Sourcebook - Clones*
Clawdite Republic Trooper

*Clawdite Republic Trooper character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The Old Republic*

The Trooper is the heart of the Republic's ground force. Soldier feel distant from the decision making (and they are), but small squad sizes allow them to feel like vital parts of their mission. Instead of shuffling around anonymously from force to force, Republic commanders keep effective squads together, allowing camaraderie to develop. A Republic Army Trooper might not know what planet he or she is on or what enemy they are fighting, but they know the names of their fellow grunts, who keeps them alive.

Unfortunately when Troopers pick up areas of specialization, the Republic of this era does a poor job of recognizing that talent and moving it where it is needed. As a result, Troopers who excel in areas such as Heavy Weapons or amphibious assault are not recognized and moved to units where that knowledge can be applied. Some Troopers see this as a hindrance to their careers, but some take advantage of the ground military's logistical chaos and hook up on the battlefield with the unit they want to join. Given the time required to replace personnel lost in battle, many sergeants look the other way.

## Clawdite Republic Trooper Statistics (CL 1)

Medium Clawdite Nonheroic 3

**Initiative:** +6; **Senses:** Perception +0

**Languages:** Basic, Clawdite

### Defenses

Reflex Defense: 15 (Flat-Footed: 14), Fortitude Defense: 11, Will Defense: 10

Hit Points: 8, Damage Threshold: 11

### Offense

**Speed:** 6 Squares

**Melee:** Bayonet +2 (1d8)

**Ranged:** Blaster Rifle +3 (3d8)

**Ranged:** Frag Grenade (2) +3 (4d6, 2-Square Burst)

**Base Attack Bonus:** +2, **Grapple:** +3

**Attack Options:** Autofire (Blaster Rifle)

**Special Actions:** Republic Military Training, Shapeshift, Startle

**Species Traits (Clawdite):** Shapeshift, Startle

### Base Stats

**Abilities:** Strength 10, Dexterity 12, Constitution 10, Intelligence 10, Wisdom 10, Charisma 10

**Feats:** Armor Proficiency (Light), Republic Military Training, Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +6

**Possessions:** Republic Light Armor (+4 Reflex, +1 Fortitude), Blaster Rifle with Bayonet, Frag Grenade (2), Comlink (Short-Range, Encrypted), Utility Belt with Medpac
PTRD

**Used By** | Rojyan Military Marksmen and Assault Engineers

The PTRD, more commonly known among its gunners as "the Hog," is a single shot rifle that fires a huge 14.5x114mm round. The rifle is fitted with a forward bipod to support the heavy barrel just under a meter long and sometimes, a 10x scope to reach long range targets.

Even with a recoil pad, the massive recoil of the rifle is brutal, and even the most dedicated gunners often had to add heavy padding to the shoulders of their uniforms. The PTRD was developed for combat soldiers using thick cover such as sandbags and concrete, bunkers, and occasionally, the odd armored vehicle. This rifle is the most difficult weapon to use in Rojya's arsenal, best put in the hands of a skilled marksman or assault engineers.
Cathar MedCorps Worker

*Cathar MedCorps Worker character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: MedCorps, The Jedi*

Life in the Medical Corps teaches recruits that life is fragile, and they quickly learn that people can become sick and die for no reason other than the will of The Force. For some, this can be hard to fathom, but internalizing it provides a valuable lesson for those who have had difficulty dealing with a personal loss earlier in life. Those that work for the MedCorps use their talents and abilities to heal the sick, treat the wounded, and provide comfort for those less fortunate.

Members of the MedCorps can be found at medical facilities throughout the galaxy, bestowing relief in times of crisis or instructing non-Force-using personnel in new methods to care for their patients. In addition to this basic task, the MedCorps is also responsible for maintaining the infirmary located in the Jedi Temple on Coruscant, which is connected to the expansive Galactic City Medical Center via a dedicated underground transport tube. Thanks to maintaining this facility, the MedCorps has come to the aid of a large number of Republic citizens during emergencies in the capital.

## Cathar MedCorps Worker Statistics (CL 3)

Medium Cathar Nonheroic 6/Jedi 1

**Force Points:** 2

**Initiative:** +4; **Senses:** Perception +5

**Languages:** Basic, Catharese

### Defenses

Reflex Defense: 13 (Flat-Footed: 12), Fortitude Defense: 11, Will Defense: 14

Hit Points: 13, Damage Threshold: 11

### Offense

**Speed:** 8 Squares

**Melee:** Unarmed +4 (1d6-1)

**Ranged:** By Weapon +6

**Base Attack Bonus:** +5, **Grapple:** +6

**Attack Options:** Reactive Claw

**Special Actions:** **Skilled Advisor**, Surgical Expertise

**Species Traits (Cathar):** Bonus Class Skills (Climb, Stealth), Natural Weapons, Reactive Claw

### Base Stats

**Abilities:** Strength 8, Dexterity 12, Constitution 9, Intelligence 10, Wisdom 14, Charisma 11

**Talents:** **Skilled Advisor**

**Feats:** Force Sensitivity, Skill Focus (Treat Injury), Skill Training (Knowledge (Life Sciences)), Skill Training (Perception), Skill Training (Use the Force), Surgical Expertise, Weapon Proficiency (Simple Weapons)

**Skills:** Gather Information +8, Knowledge (Life Sciences) +8, Treat Injury +15, Use the Force +8

**Possessions:** Datapad, Medical Kit, Medpac (2)
Roc

**Threat Level** | Medium (Previously)  Nonexistent

Rocs are creatures of the Wastes, contributed by Sarah V. They are just your everyday birds of prey. If they were the size of your living room. They are usually grey, built fairly similar to eagles or other such birds of prey, and have a very keen sense of hearing and sight. They are also very noisy fliers, and you'll usually hear them coming even if you don't see them. They can easily carry off a grown man in their talons, so it's very fortunate that they aren't sociable creatures, and usually travel alone.
Asbel Sutherlin

## Appearance

Asbel is roughly 6'4 and lanky, somewhat thin by the time Shattered Crown takes place. His entire body is marred with scars, his face and upper body in particular. After his run-in with the Wastes, his black hair turned stark white, his irises lost their blue-green color, and his skin became ghostly pale. His own family hardly recognized him.

There's almost a gracefulness to the slow, absent way he moves - when he's not hitting his elbow on something or tripping over his own feet. He's rarely seen without a smile but isn't very animated, and rarely appears to be paying full attention to whatever he's doing or saying.

## Personality

Before his encounter with the Wastes, Asbel was a typical soft-spoken shut-in: friendly enough but preferring to spend time in his own head rather than with others. Soon after the Wastes' Second Awakening, however, he learned that his mind wasn't the defensible sanctuary he had believed it to be. Rather than try to pick up where he left off despite his amnesia, Asbel shed his old life and started anew.

He turned his eccentricities outward, becoming more flirtatious, lighthearted, and outgoing, but his old self always lived just under the surface. By the time Shattered Crown begins, Asbel has learned to accept both his true personality and his more confident persona, but he constantly struggles with never feeling completely safe - not even his mind and body can be trusted.

He takes poor care of himself and an out-of-control drinking problem continues to take its toll, but he finds comfort in the fact that Evelyn both trusts and respects him despite this, often seeking his advice and reassurance.

## Quotes

* "*I suppose I just have one of those memorable faces.*" (To Boraci)
* "*Or maybe they have an infestation of demon cows. That could be it.*"
* "*I'm sure the nice people in Hydris will explain exactly what they'd like us to think is going on once we get there.*"
* "*It pains me to see clever people make stupid choices.*" (To Silas)

## Trivia

* Asbel is an INTP on the Meyers Briggs type indicator.
King Walkelin/History

## History

King Walkelin is someone who didn't want the responsibility of inheriting the crown, and even worse, he was woefully unprepared for it. He started out as a meek man who preferred to socialize only with people who soothed his ego and agreed with every word that came out of his mouth, and after a few years as king, he developed a royal countenance and a loud voice but no wisdom or leadership skills to back them up.

He's very insecure, and despite the fact that he dresses and carries himself like royalty, he's a fraud. In his heart of hearts, he knows that to be true. He puts on airs and holds extravagant balls and celebrations to keep up the morale of his people, but only because he fears a rebellion. Now that said rebellion is on his doorstep, he is trying desperately to appear calm and collected but feels like a cornered animal, lashing out at the rebels with the secret police while still trying to convince everyone that nothing is wrong—that he has everything under control. He trusts no one but relies heavily on everyone around him, and he is extremely paranoid.

To put it simply, the King is frightened and weak, lacking the empathy and strength of character to do what's right for his people. He sees them as a pack of hungry wolves to be baited away and hidden from, not fellow human beings. His demanding personality pushes away the rulers of the neighboring nations, robbing himself of possible allies, and possibly making powerful enemies.

## Plot

### Shattered Crown

As the threat of a revolution grows, he continues to become more and more unsound both physically and mentally, restful nights becoming increasingly rare while abrupt mood swings become increasingly common. He has a tendency to ramble, though eloquently, while in the company of those he believes to be lower than himself, and often mumbles while on his own. His (more intelligent) advisors, of which he has a few, tend to use the King's weak will to their advantage by planting ideas in his head and swaying his opinions and actions through fear, trickery, and manipulation. The King is married to a doormat of a queen and has had secret extra-marital relationships with other women, even fathering illegitimate children.
Kristen Mernoth

## Appearance

The first thing you notice about her is that she is short, at only 5'2 and very thin, so much so that she is sometimes mistaken as a child. Her twin braids do not help, made from dark brown hair that she obsesses over.

## Personality

She's friendly, out going and calm Kristen doesn't really need to try to make people like her. She is also very curious, having the tendency to spray questions of increasing complexity at some one before they can even respond to the first one. She doesn't understand sarcasm very well, but other than that has a decent sense of humor.

On the topic of her work she can be intense, with an almost feverish obsession with finishing her history. The set backs she has encountered, such as the loss of her notebooks during the train bombing have made her more frantic.
Wood's Men

Due to their similar color schemes and intellectual traits, **Wood's Men** is rumored (only rumored) to have split from Acta Veritas. Perhaps a disagreement in methods had caused this, seeing that Wood's Men had been behind the train station kidnappings in the beginning of the revolution. It is headed by Hiram Wood, and currently has forty members in total.

## Members

### Leaders

Current
* Hiram Wood

### Followers

Current
* Griffin Parrish
* Tarrin
* Eldon
* Foster
* Issac
* Rocky
* Wes
* Elizabeth
* Garth
85MM Air Defense Gun M89 52-K

**Used By** | Exclusively by the Rojyan Military and Rojyan Constables.

The 85 mm air defense gun M89 (52-K) was originally a 85mm Rojyan infantry support gun that usually had a crew of seven artillerymen, and used High Explosive, Fragmentation, and Illumination shells. This gun, developed under the guidance of Rojyan's leading military engineers, was widely used throughout the Second War of the Wastes, since they had the firepower to repel its creatures, such as any Sandworms that tried to burrow underneath the Iron Curtain.

For Hellhounds, blank shells were enough to repel them as the sounds of the guns were loud enough to do so. Fragmentation shells were highly effective against Rocs since they could not easily avoid all of the splinters. Occasionally, they have been used to level houses and destroy vehicles with High Explosive shells. It is generally forbidden to fire on individual targets as it was considered a waste of ammunition, due to its heavy firepower.

After the war, a few 52-Ks were refitted for peace-keeping purposes, such as anti-avalanche guns on mountainous terrain, while most other 52-Ks were fitted with gunshields to protect their crews from artillery fragments and rifle fire. Within the Iron Curtain, and especially on the rooftops of forts, some of these 52-Ks have been redesigned to be used as anti-airship weapons since they had enough muzzle velocity to reach an airship. There have been reports of these guns being mounted on "militarized" tractors covered in armor to create self-propelled infantry support vehicles and anti-airship vehicles. At least one prototype, designated officially as Zis-85, is known to serve in the 13th Guards Division, while the militarized tractors are being refined to suit future mass production.
Erick Bailee

**Erick Bailee** is a major character in Into the Wastes and Shattered Crown.

## Appearance

Erick stands at about 5'6 on a good day, but despite - or perhaps because of - his small stature, he's no weakling by any stretch of the imagination. His light brown eyes are bright and expressive, as is the rest of his face, making him very easy to read for most people.

His hair is thick, straight-ish, and muddy brown, and his bangs are highlighted with a streak of dark green. In Into the Wastes, it reaches just past his ears, and in Shattered Crown, it's slightly shorter. By Shattered Crown, Erick does appear more mature, slightly more muscular than before and with a less spacey, careless air about him.

## Personality

Because of his desire to appear friendly and approachable, Erick is not an intimidating guy - even when he wants to be. He loves making people laugh, even at his expense, and although he's easy to embarrass if you know what nerve to poke, it's difficult to offend him. Erick gets attached to people easily and is extremely protective of those he considers friends, but Ryouki is the only one he trusts enough to ask for help.

He's private to a fault and refuses to bare genuine anger or vulnerability in front of anyone if he can help it, causing his more guarded and introverted side to take the reins when he's upset. There's more raw emotion in him than what's outwardly visible, which can cloud his judgment if he's not careful, especially when his loyalty is challenged.

## Quotes

* "*All in favor of Asbel continuing the game with sand in his pants?*"
* "*If that was supposed to be a threat, it was pretty weak."* (To Evelyn)
* "*Really? I thought [the Citadel] was going to be filled with candy and puppies."* (To Asbel)
* "*You're late."*
* "*Hi there! Enjoying your evening?"* (To Tsubaki)

## Trivia

* Erick is an INFP on the Meyers Briggs type indicator.

* He has a very poor tolerance for alcoholic drinks, so he tends to steer clear of them.

* He's the only person who's ever been able to beat Alice in a duel.
Sandstorm

Sandstorms are an enviornmental factor contributed by Sarah V. The Wastes are barren and almost completely devoid of plant life. Because of this, much of the ground has become dusty and loose enough to be carried by even the slightest wind, and the dry winds that blow through The Wastes coupled with this fact create sandstorms and dust devils that often move fast enough to easily knock a grown man off his feet.
Hellhound

**Threat Level** | Medium (Previously)  Nonexistent

Hellhounds are creatures of the Wastes, contributed by Sarah V. They are about the size of normal dogs, although their sizes vary individually, and are usually dark brown or gray in color with short, coarse fur. They travel in packs of anywhere from five to twenty, and behave vaguely similar to dogs infected with rabies.

Though their eyesight is poor, they are very sensitive to sound, and any noise nearby will send the entire pack into a frenzy in seconds, devouring anything unfortunate enough to attract their attention or get in their way. But because they are so susceptible to noise, sonic emitters set at painfully high frequencies are very effective at repelling them.
Gevaudan

The distance between each country is long and hazardous to trek, the size of Gevaudan being 4,250 km by 3,800 km. Almost none opt to travel alone and usually die from the attempt. Most are ruled by a monarchy, making them a kingdom, but not all. To allow communication, there has been an established universal language.

## Trivia

* The name was derived from the former province of Gévaudan, France, which was supposedly terrorized by a man-eating wolf, dog or wolf-dog hybrid between 1764 and 1767.
Cathar Pirate

*Cathar Pirate character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The Fringe, The Blazing Claw, The Crimson Axe*

The Pirate moniker can be applied to just about anyone who makes a living robbing and stealing ships. From bloodthirsty crews lurking on the fringes of space, to professional thieves plying the trade lanes, Pirates are an age-old problem in the galaxy and one not likely to go away anytime soon. Generally, Pirates are little better than bandits, lying in wait to beset a passing ship.

However, not all Pirates fit the cruel image attributed to most of their kind. Many follow a strict code of conduct, being more selective about whom they hit, how often, and when. Some Pirates never kill, while others strike only at ships loyal to the Empire. It can be difficult, however, to figure out what sort of Pirate is about to be encountered, and sometimes it's better to shoot first and sort out the details later.

## Cathar Pirate Statistics (CL 6)

Medium Cathar Nonheroic 6/Scout 2/Scoundrel 2

**Force Points:** 2

**Initiative:** +6; **Senses:** Perception +5

**Languages:** Basic, Catharese

### Defenses

Reflex Defense: 18 (Flat-Footed: 16), Fortitude Defense: 16, Will Defense: 15; Dodge

Hit Points: 42, Damage Threshold: 16; Shake It Off

### Offense

**Speed:** 8 Squares

**Melee:** Unarmed +7 (1d6+3)

**Melee:** Vibro-Axe +8 (2d10+3)

**Ranged:** Heavy Blaster Pistol +8 (3d8+2)

**Ranged:** Stun Grenade (2) +8 (4d6+2 (Stun), 2-Square Burst)

**Base Attack Bonus:** +6, **Grapple:** +8

**Attack Options:** Point-Blank Shot, Reactive Claw, **Sneak Attack** (+1d6)

**Species Traits (Cathar):** Bonus Class Skills (Climb, Stealth), Natural Weapons, Reactive Claw

### Base Stats

**Abilities:** Strength 13, Dexterity 15, Constitution 13, Intelligence 8, Wisdom 10, Charisma 8

**Talents:** **Jury-Rigger**, **Sneak Attack** (+1d6)

**Feats:** Armor Proficiency (Light), Dodge, Point-Blank Shot, Shake It Off, Skill Training (Endurance), Skill Training (Pilot), Weapon Focus (Advanced Melee Weapons), Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +9, Endurance +11, Pilot +12

**Possessions:** Heavy Blaster Pistol, Vibro-Axe, Stun Grenade (2), Utility Belt
Into the Wastes Wiki

## Welcome to the Wiki

A database that anyone can edit!
2,674 edits to **128** articles since it was made! You can help us by contributing!

Please see below for important pages.

Community Portal **·** Recent Changes **·** Policy **·** Images **·** Active Users **·** Wanted Pages **·** Help

## Contribute to this Wiki

To write a new article, just enter the article title in the box below.

<createbox>
width=24
break=no
buttonlabel=Create new article
</createbox>

* Check out the **community portal** to see what the community is working on, to give feedback or just to say hi.
* Help the wiki by editing **article stubs** and creating **wanted pages**.

## Featured Article

**The Wastes** is a massive, dangerous, and largely unknown living phenomenon, which occupies most of Gevaudan, the ocean, and beyond. **Read More**
Marsh

The Marshes are an enviornmental factor contributed by Sarah V. It is the result of a body of water being swallowed up by The Wastes. This is one of the few areas in The Wastes where you can actually find trees. You'll recognize the smell of the marshes long before you reach them, and believe me, you won't want to go any closer once you do. It is also rumored that there are creatures that have actually adapted to live in these marshes, but this has never been officially confirmed. People have, however, sworn that anyone who came too close to the marshes would be dragged into the water by something unseen in the depths below. Better safe than sorry.

The marshes are now silent and lifeless. During the purge of the wastes the Grail pumped neurotoxins into the water, killing everything living in them. However, the plant life in the marshes has flourished, probably from all the new fertilizer.
Selene

**Selene** was a character and major antagonist in the Figment roleplay "Into the Wastes."

## Appearance

Though Selene is tall, her exact height is unknown, and her layers of loose, formless clothing hide both the shape and movement of the wearer, often making it seem as if she were gliding rather than walking. Her skin is thin and pale like wet paper, allowing the dark veins beneath to faintly show through in some places.

Selene's sculpted facial features bear a near-permanent wolfish grin and her dark hair reaches past her waist, often hiding her face. Her movements are either slow and fluid or as quick and unpredictable as a snake's strike; there is no middle ground with her. On the rare occasions when she left the Citadel, she would change her voice and appearance, altering them with magic in order to appear male.

## Personality

Selene is a thoughtful, creative, and egotistical person with charisma to spare and a nasty temper, preferring to plan things through but talented at improvisation. She holds little fondness or trust for those who follow her and, although she uses their strengths and numbers to her advantage, remains as independent from them as possible. In the presence of others, she doesn't say very much unless you irritate her, which is no difficult task.

She has an almost predatory way about her, holding eye contact for very long periods of time and/or entering the personal space of others just to see how uncomfortable it makes them, and she's excellent at reading people.

## Quotes

* *"I hope the ghosts rip you to pieces."* (To Dimitry)
* *"Boraci, you fool. I am not as stupid as you and the Shade you have become friends with."*
* *"The sands will bury you all in due time whether I'm there to command them or not. You've changed nothing."*
* *"Why, hello there."*
* *"I* am *the Wastes, Miss Yu."* (To Poppy)
* *"You've long since overstayed your welcome in the Wastes."*

## Trivia

* In the final battle of Into the Wastes, Dimitry Popov landed the fatal blow that killed Selene.
T-28 (Infantry Support Tank)

The T-28 is a Rojyan multi-turreted Infantry support tank that is among the world's military wonders.

## T-28

The T-28 had one large turret with a 76.2 mm, which is a smaller version of the 85mm gun, designed to be used in the T-28. It also had a coaxial DP-27 machine gun, two smaller turrets with DP-27 machine guns, and the rear of a turret to deal with flanking infantry. Two more machine guns can be mounted on the tank commander's hatch.

The prototype was completed after the Second War of the Wastes, and production was supposed to begin within a few months, but was delayed because of a possible coup within Rojya. It is an infantry support tank intended to break through fortified defenses. A series of new ideas and solutions are planned to be introduced to the T-28, such as an anti-aircraft/artillery variant or an armored personnel carrier.

## History

The T-28 was originally intended to be given to all Rojyan divisions, with priority given to the divisions on the front-line. Currently, only one T-28 is seeing service in the Czarina's 13th Guards Division with some unofficial modifications, such hand rails on the sides of the tank so infantry can ride the tank without slipping off, and towing equipment to tow artillery pieces and sleds.

With the Rojyan Rebellion going about, loyalists have restarted production of the T-28 and will issue T-28s to all trustworthy divisions, but priority is given to Guards Divisions. Fortunately, tank crews have already been trained before the rebellion so less casualties are expected.
AMW-14

**Rate of Fire** | Select fire:
Semi-automatic.
 **Used By** | Grail-El special forces, very wealthy and well connected mercenaries and criminals

The AMW-14 anti-material rifle is the longest range man portable rifle ever constructed. With proper optics and weather conditions a skilled sniper can engage a man sized target up to two miles away, and large targets and groups out to three and a half miles.

It was originally designed as a infantry portable heavy machine gun, but suffered a severe overheating problem and its small magazines proved useless for sustained fire. While light enough to be fired from the shoulder the vicious recoil required single shots or two round bursts.

The failed machine gun was quickly modified by reducing the internal tolerances, improving the barrel, and adding mounts for optics. Bullets designed for long range combat were produced, prior to this the weapon had been firing low grade heavy machine gun ammunition. All 14x130 ammunition can be fired, including ember and splinter rounds.

A modified version, the AMW-14AJ was designed for assault jumper units. The gas regulator and bolt were modified to allow fully automatic fire with certain low power cartridges. This reduced the overheating problem, and enabled accurate fully automatic fire from the shoulder. A full power round will cause the bolt to recoil to a lever, which prevents another round from being fired. The specially made "automatic" round does not have enough power to activate the locking system. Due to its versatility the AJ variant has become the standard version, and earlier weapons were converted over.

The expensive production and enormous destructive potential (It is capable of penetrating the armored glass of a sand ship's command bridge) has made its export illegal, though some very well connected arms dealers have them for sale for exorbitant prices.

It has the ability to mount a variable scope with magnification up to x30 for extended range combat, thermal imaging, low light, and high quality iron sights.
Kaluluwa

**Threat Level** | Low

A mysterious species of the Wastes, contributed by Fableknot, that have somehow gained a certain respect from human cultures, even becoming spiritual figures to some. Kaluluwa are very shy, solitary creatures, tending to avoid any other forms of life. It is considered good fortune should you spot one. If you find a gathering, which is thought to be nigh impossible, you are said to be blessed. It is generally considered taboo to actively seek them out and disturb them.

Kaluluwa are, in essence, a red cloth wrapped in humanoid form. It has no arms, and only a single pair of eyes shine from the narrow, blackslit where its face should be. Because of their light weight, they usually travel by floating into the wind. At night, they seem to emit a faint golden glow around their bodies. They do not seem capable of making sounds, though some have claimed to hear them whisper.
Sand Worm

**Threat Level** | High

The death worm, sand eel, snatcher for the deep and poison mouth. All names of one deadly monster, contributed by Antony. The sand worm is a enormous worm-like beast that can normally grow up to 20 feet long. On one end is its lip less circular mouth, ringed with jagged teeth. Along its body are strange glowing growths, with these it can send lighting bolts at can paralyze or kill from ten feet away. At its tail is a pincher, larger specimens can cut grown men in half.

From its mouth it can spit corrosive venom that can burn though skin and bone, some say it can burn though metal. It burrows though sand and loose dirt at incredible speeds, when it is deep enough it is impossible too detect. The desert areas along Gevaudan are its habitat. Since the Caravaners have a strange bond with these creatures, letting certain people communicate with them, these were one of the few creatures that were not actively hunted down.

### Size

Most reach twenty feet long, but for unknown reasons some can grow much larger.

The largest of these are known as "Quakes" because they caused the earth above them to shake when moving. Once a sand worm reaches about one hundred feet long it is considered a Quake, feral ones are some of the most dangerous creatures in the wastes, they can swallow people whole, or send lethal electrical discharges against targets nearly a hundred feet away. The largest of one known was a domesticated two hundred year old male named "Roc Snatcher" who was 409 feet long.
Catuman

*Catuman Species data created by Wikia user SunsetMage001.*

Catumen are sapient felinoids known as fierce mercenary warriors. Catuman warriors are raised in the art of warfare from birth, and are said to be among the deadliest killers in the galaxy, with many serving as elite bodyguards to powerful individuals across the galaxy. Catumen are speculated to be the predecessors of several other felinoid species, such as the Farghul and the Zygerrians. These Species refute such claims emphatically, feeling that Catumen's short lifespans and lower intelligence are a sign of a lesser Species, barely removed from the common household Loth Cat.

### Catuman Characteristics

**Personality:** Catumen are gruff and stoic, a result of their militaristic upbringing. Perhaps due to their short lifespans, individual Catumen are often seen as replaceable cogs in a larger machine, even by the Catumen themselves.

**Physical Description:** Catumen are humanoids with golden-brown fur and feline facial features; usually muscular and intimidating, though there are occasional outliers.

**Age Groups:** Catumen age at the following stages:

**Homeworld:** Unknown. The Catumen have spread across the galaxy and their planet of origin has been lost to time.

**Languages:** Catumen have their own language, and most learn to speak Basic.

**Example Names:** Abys, Ankara, Balin, Chanti-Tiffa, Javan Clorp, Khao Plort, Khorat, Kornik Rex, Korn Ja, Manx, Ojos Azules, Pixibob Kulshan, Raas, Sam Sawet, Sokoke Khadzonzo, Tiffanie, Wong Mau.

**Adventurers:** Catuman adventurers are most often Soldiers. Catumen of other Heroic Classes are incredibly rare.

### Catuman Species Traits

Catumen share the following Species Traits:

* **Ability Modifiers:** All Catumen receive a +2 bonus to both their Constitution and Strength, but suffer a -2 penalty to their Intelligence. Catumen are physically powerful, but lacking in intellect.
* **Medium Size:** As Medium creatures, Catumen have no special bonuses or penalties due to their size.
* **Speed:** Catumen have a base speed of 6 squares.
* **Warrior Culture:** Catumen can reroll any Knowledge (Tactics) check, but the result of the reroll must be accepted, even if it is worse.
* **Automatic Languages:** All Catumen can speak, read, and write both Basic and Catuman.
Banshee

**Threat Level** | High

Banshees are creatures of the Wastes, contributed by Antony. No one knows what it looks like, or what it is. Said to be a mix of Nightmares and Sirens, its singing gives you an illusion of your greatest fear, scaring you to death, before feeding. People who have encountered them are left completely insane.

They are all but extinct after the Battle of Agnorak. The few that remain are servants to the Shadowed Ones. They are most often found in the Marshes, but there have been reports of them attacking during Sandstorms.
Czarina's 13th Guards Division

The 13th Division is currently the spearhead of the Rojyan military, always ready to take offensive and defensive actions.

## Early History

Formerly known as the 13th Fortress Division, it was awarded the Guard status after being one of the divisions that fought the hardest during the Second War of the Wastes. It has been acknowledged that if it wasn't for their efforts, Rojya would have fallen into disarray.

## Organization and Operations

The 13th Division is specially issued with "trial" weapons so they may detect any defects early on and give suggestions on how to improve the weapons so they may be issued to the rest of the divisions.

The Division also has currently one tank prototype, nicknamed the "Meat grinder" by its crew, that is in operational status. The rest of the divisions will get tanks of their own within some months after the rest of the prototypes are refined and could be put into mass production.

Like all current divisions, the 13th uses armored Aerosanis and motorized gliders for patrols and deep raids into the wastes. Colonel Illyushin Mosin is part of the division's Shock Unit, and has been involved in training men and women attempting to apply into the unit.

## Current Status

With the government in political turmoil and civil unrest happening in the neighboring kingdoms, all divisions are put on combat ready status. The 13th specifically has been put onpatrols around the Iron Curtain to capture or kill any infiltrators from the outside, while its sister division, the 12th Guards Division, is rationing food, ammunition, and supplies for Rojya's people and the rest of the military.

## Members

Numbering around 12,000 men and women, organized into three motorized rifle regiments, an aerosani regiment, an artillery regiment, an air defense regiment, an shock unit, and supporting chemical, engineer, signal, reconnaissance, and rear services companies. There are currently 50,000 reserve soldiers that can be called to reinforce the division. Colonel Illyushin Mosin is one of the officers of the division, currently part of the Shock Unit.
Kelpie

**Threat Level** | Medium (Previously)  Nonexistent

Kelpies are creatures of the Wastes, contributed by Fableknot. Its most common guise is that of a beautiful tame white horse standing by the riverside―a tempting ride for the weary traveler. Anybody foolish enough to mount the horse would find themselves in dire peril, as the horse would rear and charge headlong into the deepest part of the water, submerging with a thunderous noise to the traveler's watery grave. Any attempt to escape would be futile as its skin sticks to the rider's like glue.

It is believed to be a cousin of the Siren and the Tikbalang. It is common for the Kelpies to work together with the former in hunting their prey but for some reason, its relationship with the latter is shaky at best. Many times, there have been territorial disputes that have led to the two creatures fighting one another to the death.
Chewbacca, Claatuvac Scout

*Reference Book: Star Wars Saga Edition Clone Wars Campaign Guide*

*Affiliations: The Kashyyyk Resistance*

Known for his great strength and loyalty, Chewbacca is a wise, sophisticated Wookiee and an exceptional scout. As a close friend to Wookiee city leader Tarfful of Kachirho, Chewbacca is asked to be part of the Wookiee High Command responsible for the battle plan to protect the city from a Separatist invasion. When Order 66 is issued, Chewbacca assists his friend Tarfful in protecting Jedi Master Yoda and aiding the venerable Force-user in his escape from Kashyyyk.

## Chewbacca, Claatuvac Scout Statistics (CL 6)

Medium Wookiee Scout 6

**Destiny Points:** 1; **Force Points:** 4

**Initiative:** +9; **Senses:** Perception +8

**Languages:** Basic (understand only), Huttese (understand only), Shyriiwook

### Defenses

Reflex Defense: 20 (Flat-Footed: 18), Fortitude Defense: 17, Will Defense: 16

Hit Points: 67, Damage Threshold: 17; Extraordinary Recuperation, Shake It Off

### Offense

**Speed:** 6 Squares; Powerful Charge

**Melee:** Unarmed +8 (1d6+7)

**Melee:** Unarmed +10 (1d6+10) with Powerful Charge

**Ranged:** Bowcaster +5 (3d10+3)

**Base Attack Bonus:** +4, **Grapple:** +8; Pin

**Attack Options:** Careful Shot, Point-Blank Shot, Precise Shot

**Special Actions:** **Extreme Effort**, Rage (1/Day)

**Species Traits (Wookiee):** Expert Climber, Extraordinary Recuperation, Intimidating Presence, Rage (1/Day), Weapon Familiarity (Bowcaster, Ryyk Blade)

### Base Stats

**Abilities:** Strength 18, Dexterity 12, Constitution 20, Intelligence 12, Wisdom 10, Charisma 10

**Talents:** **Acute Senses**, **Extreme Effort**, **Jury-Rigger**

**Feats:** Careful Shot, Martial Arts I, Pin, Point-Blank Shot, Powerful Charge, Precise Shot, Shake It Off, Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Climb +8 (May Take 10 when distracted), Endurance +13, Initiative +9, Mechanics +9 (may reroll to Jury-Rig, must take second result), Perception +8 (may reroll, must take second result), Persuasion +8 (may reroll to Intimidate, must take second result), Pilot +9

**Possessions:** Bowcaster, Bandolier, Tool Kit
Karasu

**Threat Level** | Medium (Previously)  Nonexistent

Karasu are humanoid raven creatures of the Wastes, created by Hikari Hoshi (Miki). They can take the appearance of a beautiful young woman or man, but will always have tan skin and dark, almost black hair. They use many different types of weapons, made from Ebony Obsidian Stone, found in the heart of the Wastes. These include magically powered rifles, the most powerful versions could pose a threat to sandships.

There are large clans of the Karasu spread across the land, usually in the treetops of forests. These clans sometimes split into subdivisions. Each has a leader and a royal bloodline, making the Karasu one of the few Waste creatures to have such an organized structure. They are omnivores, much like humans.

## Extinction

Once the wastes were defeated the magically powered weapons the Karasu used became worthless. Because of their high intelligence and complex social structure of the Karasu the Grail were especially excessive in their attacks, raining fire and toxins on the forests of the wastes.
Sleeping Sickness Dart

Sleeping sickness is a very dangerous disease, incurable and always
 fatal. It is also remarkably fast acting, normally resulting in death in only a few days.

That wasn't quite fast
enough however, and a bio engineered version can kill within minutes,
unlike it's natural sibling but it has to enter the blood stream to be
effective. Injection is possible, but requires close contact.

When
 combined with a small hand crossbow, it becomes the perfect assassin's
weapon. The dart is made of delicate glass, and is designed to shatter
when brushed by a victim, who most likely believes they have been stung.
 The ease that the darts shatter helps destroy evidence, but makes it
useless against any sort of armor and thick clothing, fortunately for
the user it is highly accurate, enabling shots into the neck or other
exposed skin.

The designer, builders, and users
 of these weapons are unknown, though there have been several examples
of these weapons being used. The most famous being the failed
assassination attempt on Alice Becket at the King's ball on the eve of
the second war of the wastes.

Several assassinations using
this weapon have occurred during the civil war, but at this time there
is no evidence pointing towards any group, rebel or otherwise.
Nightmare

**Threat Level** | High

Nightmares are creatures made of darkness, contributed by Hikari Hoshi (Miki). Their form is different depending on their strength, but it is beast-like most of the time. Residing in the Marshes, they lure their prey with an eerie light that emits from their chest. They rob the happiness and hope of others when they are around. People who have come into contact with them come back looking horrible and distraught. They will never know any of those two emotions ever again.
Danor Arkaitz

**Danor Arkaitz** is a character who appears briefly in Into the Wastes and is a major character in Shattered Crown.

## Appearance

Danor stands at a little over 5'2 and has tan skin that's been somewhat weathered by time spent out in the sands. She wears a cloth patch over her left eye which she often hides beneath her bangs, as - despite how often she jokes about it - its one of few things she's actually quite sensitive about.

Her hair is long and wavy, a few shades darker than her warm brown eyes, and she has a full, feminine figure. She's very aware of her surroundings but generally has a down-to-earth, easygoing air about her, even when she's nervous or upset.

## Personality

Danor is a laid back, intelligent individual who enjoys making people laugh with her smartassery and counseling them with her wisdom, though she tends to disregard this sage advice when it comes to her own problems. She so dislikes confronting unpleasantness in her own life that she'll do almost anything to avoid it, and this has ruined many a relationship in the past.

Danor hates seeing people upset, and because she's aware of how frank and even harsh she can be, her cool exterior is likely to shatter if she realizes she's hurt someone close to her. She'll shower you with compliments if she likes you and go for the jugular with barbed remarks if she doesn't, and she's the kind of person to hold onto a grudge for a long time.

## Quotes

* "*Some of my customers are probably rebels, but a lot of them are loyalists too. Anyone with a bit of common sense would avoid getting too friendly with either of them.*"
* "*Oh, it doesn't really matter. I'm sure I'll figure something out."*

## Trivia

* Danor is an ENTP on the Meyers Briggs type indicator.

* Only Danor and her parents know how she lost her eye.

* Danor is extremely empathetic; if someone near her starts crying, she probably will too.