recursal/Fanatic-Fandom huggingface dataset:
Design Goals

###### Combat

The design goal for this project is to create an RPG system that satisfies a desire for a mechanical depth in combat, inspired by anime fighting games like those created by ArcSystemWorks.

###### Outside of combat

The system is intended to provide a high range of customization in character creation, and a heavy emphasis on character growth and individual storylines. Players are encouraged to plan out a character’s arc and progression and indicate what sort of vibe they are going for to the GM, allowing the GM to set challenges and goals for the player so they can achieve what they want. Many in-game abilities may require narrative prerequisites, (like prestige classes in some d&d editions).

###### Roleplay

Roleplay is the crux of a TTRPG, so it must not be forgotten. I want to encourage roleplay options that play off a more over-the-top style. Dramatic speeches, multifaceted ploys and wacky hijinks should all be somewhat normal.

###### Exploration

Would involve less dungeon crawling and more world exploring. Any wall can be broken and players should be encouraged to wreak havoc. Exploration can also lean into the ideas of investigating a seemingly ordinary area with intense magical properties, or alternate dimensions. A “dungeon” might be more akin to a Sonic the Hedgehog level: a race course with dramatic setpieces, platforming challenges and creative use of player movement tools to travel from area to area.

###### Difficulty

While simplicity is likely off the table, the system is meant to take inspiration from its peers like d&d 5e. Ideally, the system provides enough familiar elements so that players of that system can adjust in a reasonable timeframe.

###### Setting

The system should fit well in settings from ArcSys fighting games, but also more mainstream anime products, such as Dragon Ball or RWBY or settings inspired by them.
Weapons

Weapons in DragoonRPG are items that allow characters to deal damage through attacks and combos.

When used in battle, weapons have two very important pieces of information, the number and type of it's combo dice.

Melee weapons operate off of STR by default, and ranged off of AGL

For example, a longsword's combo dice is 3d6. Therefore, you roll three (the number) six-sided dice (the type). As detailed on the combo page, each die is one hit of your combo, while the number rolled on each die is the damage that hit deals.

This page still needs lots of work, feel free to add your own weapons that you want to see, or fill in stats for weapons

### Weapon properties

Weapons can also have various secondary properties, which shall be detailed here:

###### **Finesse**

This weapon can use AGL as opposed to STR for attack rolls and damage calculation.

###### **Thrown**

This weapon can be thrown to perform an attack. When thrown this way, the weapon uses the range listed in parentheses next to this property (Or a number of meters equal to 2 times your STR score, whichever is higher.) In order to continue a combo with a thrown weapon, you must have enough copies of that weapon to continue the combo (up to the amount of hits the combo would have.)

###### **Big**

A big weapon must be wielded with 2 hands for attacks unless you have a STR score of 10 or higher. You can hold the weapon with one hand even if your STR is below 10 but you cannot move or attack with it.

###### **Dual**

A Dual weapon can be wielded in tandem with another dual weapon in your opposite hand to add their combo dice together during a combo. For example, you could wield a dagger in each hand to deal 2d4 damage, or a dagger and a shortsword to deal 1d4+1d6. In the case of 2 identical combo dice for weapons, choose which dice are for which weapon before rolling.

Start the attack with one of the weapons, determining the STAT used for the attack.

###### **Reach**

A melee weapon with reach can poke or initiate combos on enemies an additional 2m beyond their normal range (usually 2m). The subsequent combo hits do need to be made within 2m as normal with a melee weapon

###### **Ranged**

Ranged weapons can attack enemies within the range listed in parentheses. Ranged weapons use AGL by default. There is no need to track regular ammunition, or reload characters always have "as much as they need". Specialized ammunition should be tracked however.

###### **Combining**

This weapon has 2 forms, using 2 different sets of stats. You can switch between them at will, requiring no action.

###### **[Properties]**

An organizational tag. Some abilities might make reference to such properties
Lunar Glow

**STAT used**: INT, SPT
 **Range**: 24m
**I.** *(40AP)* Summon a pillar of moonlight, 20m tall with a 2m radius at a point within range. When a Character is first put in the pillar on a turn, or starts their turn there, they must make a GUT force check. On a failure they take 2d10 damage, or half as much on block.

As a MIN on your turn you can teleport the pillar 12m from its current position.
Parry Stance

**STAT used**: AGL, GUT
 **Range**: Self
**I.** *(40AP)* Enter a parry stance, guarding the next attack that comes at you. The next attack that targets you has a -1 penalty to hit. If you successfully block the attack, you can use your reaction to try to poke your attacker. If you hit, the attack is a counter hit
Weapon Mastery: Hand Crossbow

**STAT used**: AGL
 **Range**: Self
**I.** *(40AP)* You are especially proficient at fighting with hand crossbows, you gain the following benefits:

* Combos made with hand crossbows add an additional 1d10 to their combo dice.
* You are immune to the interpose reaction for your attacks made with hand crossbows.
SEPARACIÓN DE PODERES- Ángel Rojo

La división de poderes en tres (legislativo, ejecutivo y judicial) y su adscripción a instituciones diferentes es garantía, según Montesquieu, contra un gobierno tiránico y despótico. “Todo estaría perdido si el mismo hombre, el mismo cuerpo de personas principales de los nobles o del pueblo ejerciera los tres poderes: el de hacer las leyes, el de ejecutar las resoluciones públicas y el de juzgar los delitos o las diferencias entre particulares”
T-45 Walker Unit

HP: 39 (3d8 HD)
 STR:10
(3)
(3)
(3)
(2)
(1)
(2)

Psychic
Poison
 **Languages:**
Robot
Radar
Neutral
robo parts

## Passives

***Piston Legs:*** This Character can jump twice as far as normal. Additionally, it takes twice the normal distance for it to take falling damage, and if it does, it takes only half of that damage

## Attacks

***Robo Limbs:*** Melee STR Combo, +3 to hit, 2m range. One target. **Combo:** 3d10+10

***Vulcan Cannon:*** Ranged AGL Combo, +3 to hit, 20m range. One target. **Combo:** 3d12+8

## Specials

***Lock-on Missiles:*** AGL Special Ender, Fire Element. One target. Make a ranged attack (+3). Target takes 4d4 damage on hit, and half on block. This attack cannot be dodged.

## Overdrives

***Laser Cannon:*** Int Overdrive Ender, Energy Element. Targets all characters in a 30m long, 4m wide line. All targets are forced to make an AGL check; on a fail, they take 6d12+5 damage. On a success, the attack is blocked, and deals only half damage.
Time and space

## Time

Listen, I'm not gonna tell you how to track time in a TTRPG outside of like, combat/initiative.

Maybe if I actually publish this shit I'll teach yall.

as for in-combat...

### Initiative

The initiative order is decided whenever a dangerous situation, like combat, breaks out. It represents the immediate reaction time of the characters involved.

To determine the initiative order, every character rolls an AGL check. Characters are placed in the order of successes they rolled. In the likely event that 2 characters roll the same number of successes, ties can be broken by comparing the character's AGL scores. If they have identical scores, player characters can mutually decide what order they would like to be in, otherwise characters can count the number rolled on their initiative check and compare those.

If the tie still isn't broken, characters involved can roll again.

###### Round

Starting from the highest initiative, and going all the way to the lowest is a full round. A round, in-universe, lasts 6 seconds, with the conceit that all characters are acting at once. Since this is a table top game, and we unfortunately exist in linear time, turns happen in the initiative order.

###### Turns:

Each character in initiative gets a turn where they have 1 (one) major action, 2(two) minor actions and a reaction. A character's turn ends once they have no more actions, or voluntarily end it.

Talking is a free action, and can be done as much as you want (it's anime.)

## Space

The world of DragoonRPG exists in 2m by 2m by 2m cubes, clearly marked on the ground in any part of the world.

ok that's not true.

In actuality, in combat, characters control a 2m cubed space. Maps should be divided into squares or hexes, each representing 2m across. Characters will generally only move in multiples of 2m, but if there are situations where they do not, round down to the nearest even number.

you can also use yards if you're weird like that, they're close enough, don't overthink it.

On the off chance this wiki mentions feet, 5feet=2m, again, don't overthink it.

basically, 2m=1 square=1hex
Concentration Breaker

```
[FORCE] [ELEMENT:HEART] [OVERDRIVE] [CHARM]

 **STAT used**: CHA
 **Range**: 24m
**I.** *(40AP)* When another character attempts to use an Overdrive, you can attempt to stop them from using the ability. Your target must make a CHA Force check. If they fail the check, your target does not perform their Overdrive, and wastes their Khaos and Action.

**II.** *(120AP)* The CHA Force check requires 2 successes to pass.

**III.** *(200AP)*
Launcher

**STAT used**: STR
 **Range**: Melee
**I.** *(40AP)* Swing your weapon skyward to try and launch even the heaviest of opponents into the air. Make a STAT attack, on hit the target takes 1d6 damage and is launched 4m into the air. You can then begin a combo on the opponent with one less combo die than your weapon would usually have.

**II.** *(120AP & additional rank-up prerequisites)* Upgrade description

**III.** *(200AP)* further upgrades, etc.
Checks

Whenever the outcome of a players actions are uncertain, whenever the wheel of fate must turn...

Roll a check.

Checks in DragoonRPG define whether a character succeeds or fails at a difficult task.

A check will always be associated with one of the characters core STATs. For example, a GM might call for a player to "roll a Strength check" which means the check uses your STR dice.

When rolling your STAT dice (which are d6s) the 2 highest numbers on the dice are considered successes (so 5 and 6).

As with most dice rolls in the game, such rolls can explode when their maximum value is rolled, potentially earning additional successes.

The grand majority of tasks can be accomplished or "passed" with a single success, but it may sometimes be necessary to achieve more than one success.

SKILL abilities are designed to improve your odds of success with certain checks. Often, these abilities are somewhat vague allowing you to argue with the GM (within reason, be nice)

## 666 Critical

A 666 critical occurs whenever you roll 3 sixes during your check.

When this occurs, the check automatically passes, regardless of the number of successes needed to pass, and whatever action the character was taking is considered to have critically succeeded, allowing for truly spectacular feats of anime bullshit.

## Bonuses and penalties

Several effects, situations, items and other abilities may confirm bonuses and penalties to your checks.

bonuses increase the number of dice you roll. For example if you had 2 INT dice, and received a +1 bonus to your check, you would roll 3d6.

Penalties subtract the number of dice you roll. If a penalty would ever lower the number of dice you roll below 1, you instead increase the denomination of the die you roll. The type of die you roll increases for each number below 1, in this order: d8>d10>d12>d20>d100. The same rules apply for determining success, requiring you roll the top 2 numbers on the dice (for clarity, this would be a 98 or 99 on a d100).

a -6 penalty results in an instant failure.

For example, if you were to roll a CHA check with only a single die in your CHA dice pool, and were to suffer a -2 penalty to the roll, you would roll a d10, hoping for a 9 or 10 on the die for a success.

## Force Checks

Force checks are checks imposed upon Characters by enemy abilities. So called since they are "forced" upon characters.

These checks broadly work the same, but are unaffected by [SKILL] abilities that improve out of combat checks.

In some other games, these are often "saving throws"

## Contested Checks

Sometimes, two characters might make a check against each other.

When this occurs both characters roll simultaneously. Whoever earns the most successes wins. If both characters earn the same number of successes, the situation remains as it was before the contest began.

1. ↑ note: this might be adjusted in later versions of the game.
Statistics

A Character's Statistics (or Stats) determines various elements of their capabilities. How strong, smart, quick or charming your character might be is determined by these Statistics.

When you read "STAT" capitalized like that, that generally means you should replace that word with one of the 6 core statistics (STR, AGL, etc.) For example if a rule asks you to "make a STAT check" you might interpret that as "Make a Guts check". Other rules will tell you what stats might be used in specific situations.

Generally, Stat scores range from 0 to 20. A 0 in a stat would be a bit below the human average for that category, a 20 would be approaching the realm of gods.

Your score in a stat determines your STAT dice, which is how many dice you roll for STAT checks. (Before any sort of bonus or penalty) Your pool of STAT dice increases every 4 points A 0-3 provides only a single die A 4-7 provides 2 dice. An 8 to 11 provides 3 etc.  20 provides 6 dice. Stat dice are d6s

At character creation, you'll likely be able to get one stat score to an 8, a few within 4-7 and a couple will stay at 0-3.

There are 6 core Statistics. Strength, Agility, Guts, Intellect, Spirit, and Charm.

These stats may resemble statistics or Ability Score from other TTRPG systems, Such as Dungeons and Dragons 5th edition, however they do differ in some key ways, so it's worth going into detail about them.

## Strength (STR):

Physical power. How you hit attacks and perform feats of anime bullshit.

Agility (AGL):

## Agility (AGL):

An alternate attacking stat for ranged weapons and weapons that value skill and finesse over Strength. For nimbleness, hand-eye coordination, and clever hands.

## Guts (GUT):

Your physical fortitude. Plays a part in determining your overall HP. It can also help you resist certain abilities, as well as learn certain defensive abilities.

## Intellect (INT):

Your capacity to learn and apply knowledge. Allows you to investigate, use Intellect based magic, understand complicated scientific concepts, and adjust your glasses in just the right way to create a mysterious and alluring sheen.

## Spirit (SPT):

Your mental and spiritual strength. Allows you to resist certain abilities, understand the supernatural, and use Spirit based magic and abilities.

## Charm (CHA):

Measures your social standing and likeability to others. Allows you to persuade, deceive or intimidate, distract foes, turn enemies into allies, and make that mysterious glasses sheen actually sexy. There is some Charm based magic, though it is quite specialized.

## Health Points (HP)

Health Points (HP) are determined by your Health Dice and Guts score.

See more: Health Points

## Khaos

Khaos fuels your Overdrive Abilities. Khaos is measured in percentage, and most characters start with a maximum of 100% Khaos.

See more: Khaos
Ability Points

# AP SYSTEM

So, simply put, you can, at any time, spend AP to learn new abilities

You earn AP in two ways: defeating enemies, and gifted by the GM

Enemies:

Enemies all have a Tier and Difficulty rating. Each Tier is divided into 4 difficulties: Light, Strong, Fierce, EXtreme.

Each difficulty within a tier provides a certain amount of AP, as listed below:

 Light
 10AP

 Light
 70AP

 Light
 280AP

 Light
 550AP

There’s also several modifiers that can apply to these numbers:

The number of enemies in an encounter: for every 4 enemies of the same tier simultaneously present in the encounter, double the AP awarded for all enemies of that tier.

If the players are a higher Tier than the enemies they faced, halve the AP earned for each enemy once for each Tier above the enemy they are (if the players fought Tier 1 enemies at Tier 3, halve the AP earned twice (I.E quarter it)

If the players are a lower tier than the enemy the1y fought: increase the AP earned by 50% (x1.5) for every tier lower they were.

If a player takes on an enemy or group of enemies on their own, double the AP they earn

Optionally, if the players didn’t defeat an enemy but still came out broadly victorious, or at least survived a dangerous encounter by their own guile, you can award them half the AP from the encounter.

AP is divided evenly at the end of an encounter to all players who participated.

The GM can also award players AP as they see fit. If players creatively solve problems, overcome challenges, the GM can award them AP. Generally this AP should be of an amount equal to the amount they’d earn from fighting an appropriately difficult enemy.
Damage

When damage is dealt to a character it reduces their HP by that amount.
Damage can be associated with any element. If not otherwise specified, most damage is considered element neutral "physical" damage.
Damage can be resisted (halve the amount), exploit a weakness (double damage), Invulnerable (no damage), or immune (still no damage, no secondary effects either.)

If a raw special attack is blocked, it often deals half damage.

Calculate any additive bonuses to damage (for example +5) before multiplicative bonuses (like x2)

# Dying

### Downed

When a character reaches 0 HP, they are Downed. A Downed character is still conscious, but they are considered prone, and they cannot take Major Actions or reactions, and can only use their MIN to crawl (2m per MIN). Attacks against a Downed character have a +2 bonus and Downed characters have a -2 penalty to any checks they attempt to make, except those made to remain conscious.

A character remains at 0 HP while downed until they regain HP (the rules on instant death still apply.)

At the start of each of their turns, a Downed character must make a GUT check to remain conscious. A critical success instantly revives them with 1 HP.  A Guts check made with no successes is counted as a failure. If a character fails their consciousness check, they are rendered unconscious for 1d4 hours.

Any damage taken by a Downed character forces them to roll another consciousness check, requiring successes equal to the damage source's Tier (if the source isnt a character, 1 success is needed.) If that damage comes from a critical hit, you need twice the normal amount of successes on your consciousness check to stay conscious.

Other characters can try to revive a downed character. This is done by spending two Major Actions, each within at least 1 round of each other, helping them up. Multiple characters can also spend their actions helping someone up, quickening the process. When a character is revived in this way, they lose 1 Heart and are returned to a normal state with half of their hitpoint maximum. Characters have 2 “Hearts” as listed on their character sheet, a long rest recovers 1 heart, and if you lose both and are rendered unconscious, your character dies instantly.

### Unconscious

Unconscious characters are, well, unconscious, and unable to do anything. They awake after 1d4 hours, expending 1 heart to regain half of their maximum HP.

Attacks against an unconscious character have a +3 bonus to hit. A critical hit against an unconscious character kills them instantly.

A Phoenix Pheather can revive a Downed or Unconscious character instantly, restoring half of their HP and expending 1 heart.

### Instant Death

If a single hit would deal damage greater than the target's maximum HP, the target must make a GUT check. They need a number of successes equal to the tier of the attacker (if there is no attacker, they need 1 success) if they succeed, they are rendered unconscious, if they fail, they die.

Npcs/monsters, at the GM’s discretion, may simply die when their HP reaches 0.
Spirit Bomb

**STAT used**: Spirit
 **Range**: 50m
 Available Ranks:

Prerequisites: Good Alignment?

**III.** *(250AP)* : Call upon the energy of the world and people around you to charge a powerful Ki attack. When you first activate this Special, you and any character within 4m can choose to spend up to 3 Health Dice to contribute to the damage of this move. Any characters who share your alignment automatically contribute 1 HD. On each subsequent turn, you can either choose to charge again, which increases the charge area by 4m, or launch the attack. While you are charging, any hit on you is considered a counter-hit.

When you launch the attack, make a STAT attack; it deals Xd6 damage on hit, where X is the number of HD contributed to the attack.
Health Points

**HP**, or **Health Points** are the measure of your character's vitality. Characters lose HP when they take damage, and being reduced to 0 HP downs a character. HP is determined by a characters Guts score and the number of Health Dice a character has from Abilities

## Starting HP

Starting HP is determined in Character Creation by adding together a single maximum roll of the character's [[Health Die]] and their Guts score.

For example, player characters start with a d6 for their health dice. The maximum of a d6 is 6. if this character had a Guts score of 5 after Character Creation, they would have 11 starting HP.

```
Maximum Health Dice roll + Guts score = Starting HP

6+5=11

```

## Health Dice HP (HD HP)

Your maximum Health Dice or "HD", granted to you by your Abilities also influences your HP. Each Health Die increases your maximum HP by an amount equal to half of it's maximum roll, (player characters start with a d6, so this is usually 3,) plus the number of GUTS Dice you have. Abilities all provide a number of Health Dice based on their Rank.

* Rank 1 Abilities grant 1 Health Die
* Rank 2 Abilities grant 3 Health Dice
* Rank 3 Abilities grant 5 Health Dice

 HD

So, if a character has four Rank 1 abilities, and two Rank 2 abilities, they would have 10 health dice. Lets once again assume that character has a guts score of 5, and therefore 2 GUTS dice.

Their Health Dice HP would be calculated as

```
(Half of your Health Dice maximum+your GUTS Dice)*your number of health dice granted by abilities=Health Dice HP

(3+2)*10=50

```

You must also add their starting HP.

```
Starting HP+HD HP

11+50, making their total HP 61.

```

## Notes:

If your GUTS score, increases, adjust your Starting HP appropriately (1 hp for each additional GUTS point). If your number of GUTS dice increases, adjust your ability HP appropriately (1 HP for each ability you have). If your Health Dice change to a different die, adjust appropriately (if you increased from a d6 to a d8, you'd gain 2 starting HP, and 1 HP for each ability.

None of what is mentioned here is a new rule, I merely mention this as a more colloquial note of how one can follow the formula.

## Rolling for HP (optional rule)

While I don't recommend it you can allow your players to roll for the amount of HP. When doing so, you can replace the half Health Dice you gain from Abilities, a roll of one of your Health Dice. While this MAY result in more varied HP totals, it can take additional time, and make overall HP calculation more difficult.
Detonating Ammo

**STAT used**: AGL, INT
 **Range**: 24m

**I.** *(40AP)*  You fire a shot designed to explode on command that lodges itself in its target. Make a STAT attack, on hit the target takes 1d6 damage and half on block.

If the attack hit, you can use a MIN at any time within this ability's duration to detonate any detonating ammo you have in play. On detonation the ammo deals 1d6 damage and launches the target 2m into the air, juggling them.

II. (120AP): you can use the secondary detonation effect even if the attack was blocked.
Declaración de derechos

La declaración de derechos (bill of rights) es un documento que recogen los derechos y libertades del ser humano para defenderlos incondicionalmente ante cualquier unidad política o agente externo. Se fundó en 1689 después de la revolución, en la que habla sobre las nuevas leyes o normas que se impondrán limitando las acciones del rey, no dejandole reclutar ejercito, imponer nuevas leyes o conseguir dinero público si el parlamento no lo permite. Las elecciones del parlamento han de ser libres y no debe negarse ninguna palabra dicha por el parlamento.
Armor Break

**STAT used**: [STR] [AGL] [INT] [SPT] [CHA]
 **Range**:Weapon
**I.** *(40AP)* :
Strike your foe with a special blue aura that lowers their defense. Roll a STAT attack, the target takes 2d8 damage and until the end of your next turn, the next attack that hits them adds an additional combo die. On block the attack deals half damage, and the target takes no additional damage later.
Puppet Slam

**STAT used**: INT, SPT, CHA
 **Range**: 12m
 Available Ranks:

Prerequisites: the Command Puppet ability

**I.** *(40AP)* your puppet teleports to the target and slams them to the ground. Make a STAT attack. On hit the target takes 1d6 damage and is slammed into the ground. On block, the target takes half the damage and isn't slammed.
Chain Combo Count

A Chain Combo Count is a number representing how many times a character has been hit without being in a neutral position.
Note that the person who "owns" the Chain Combo Count is the person getting hit.

For each time a character is hit, add 1 to their CCC. This includes the multiple hits of a combo and Special Attacks.

A character's CCC is reset at the end of each turn unless the character is afflicted by a status effect that prevents it from being reset, like splat, juggle, paralyse or stun. Basically anything that prevents them from moving or reacting properly.

Slam attacks deal damage equal to: your distance off the ground in metres + CCC. Once a slam attack lands, that characters CCC is reset to 0
Updraft

**STAT used**: INT, SPT
 **Range**: 24m
**I.** *(40AP)* Create a 4m radius blast of vicious wind. All targets must make a GUT force check, taking 4d4 damage and being launched and juggled 4m into the air on a failed check. If the attack is blocked, it deals half damage, and the target is not launched or juggled.

Character’s jumping in the area where this attack was made have their jumping distances doubled for up to 1 minute.

**II.** *(120AP)*

**III.** *(200AP)*
Shakunetsu-Fireball

**STAT used**: SPT
 **Range**: 24m
 Available Ranks:

Prerequisites: The *Soul-Fireball* ability

**II.** Unleash a flaming fireball created from the blazing hot spirit of your soul. Make a ranged STAT attack. It deals 4d10 damage and inflicts **blaze: 2**

**III.** *(250AP)* This attack has a +1 bonus to hit, deals 5d20 damage and inflicts **blaze:3**

### Examples:

Lui Kang's High Dragon Fire, a Shakunetsu-FireballKirby's Shakunetsu-Hadoken, an example of a Shakunetsu-Fireball
Nullify

```
[OTHER] [ELEMENT:KI] [OVERDRIVE] [SPIRIT]

 **STAT used**: SPT
 **Range**: 24m
**I.** *(40AP)* When another character attempts to use an Overdrive, you can attempt to stop them from using the ability. Spend additional Khaos equal to the amount of Khaos spent by the opponent. If you are unable to spend sufficient Khaos, you waste your reaction and the initial Khaos.

If you spend the additional Khaos, your target does not perform their Overdrive, and wastes their Khaos and Action.

**II.** *(120AP)* The amount of Khaos you need to spend is reduced by your SPT

**III.** *(200AP)*
ESCORBUTO

**¿Qué es el escorbuto?**

Es una enfermedad producida por la falta de vitamina C. La contraían los marineros ya que pasaban mucho tiempo en el mar sin consumir alimentos frescos.

**Síntomas**

Provoca un enorme cansancio, las encías sangran y se hincha, la piel se agrieta y se llena de ampollas que ulceran. EL cuerpo empieza a descomponerse y a desprender un fuerte olor. Muchos marineros llegaban a morir también por esta enfermedad.

**Cura**

Debido al riesgo de muerte repentina, no es aconsejable tratar el escorbuto tan sólo con una dieta rica en vitamina C. Es aconsejable más bien suministrar al enfermo 250 mg de ácido ascórbico por vía oral cuatro veces al día, así como darle una dieta a base de verduras y fruta fresca. Si el paciente vomita es necesario inyectarle ácido ascórbico

Un aumento del consumo de vitamina C con las comidas puede tener un efecto manifiesto en la absorción de hierro.

https://www.lavozdegalicia.es/noticia/lavozdelaescuela/2019/11/13/escorbuto-enemigo-invisible-navegante/0003\_201911SE13P8991.htm#:~:text=Sienten%20un%20enorme%20cansancio%2C%20las,llevan%20meses%20sin%20tocar%20puerto.

https://www.fao.org/3/w0073s/w0073s0n.htm#:~:text=Debido%20al%20riesgo%20de%20muerte,de%20verduras%20y%20fruta%20fresca.
Frailty

**STAT used**: GUT
 **Range**: n/a
**0.** *(+40AP)* Your hit dice decrease by one stage. Typically from d6s to d4s
This means you max hp goes down by 2+HD

You cannot obtain the Enhanced Vitality ability

If you obtain this ability at character creation, gain 40ap and you can place 2 points in any of your stats (similar to the Level Up! Ability)
Command Puppet

**STAT used**: INT, SPT, CHA
 **Range**: 30m
 Available Ranks:

Prerequisites: a pact with a character willing and able to be your puppet, OR a mechanical automaton worth 200₩$

**I.** *(40AP)* When you gain this ability, select an element. Your puppet is considered to be a Character associated with that element. When you use this ability, you manifest your puppet up to 6m away from you and control it for the duration. You control your puppet as if it was your own character (it uses your actions). It shares all of your game statistics and abilities. In addition, it has resistance to physical damage, and all elements except psychic. You take any damage the puppet takes. If the puppet is paralyzed, stunned or petrified, you cannot voluntarily end this ability. While using this ability you cannot control your own body, nor perceive through your own senses. For the duration, your body is considered paralyzed (see status effects). The ability ends if you fall unconscious or you use your MIN to end it. If you end this ability voluntarily, you can either keep the puppet where it is, inactive until you resume control of it, or dismiss it. Your puppet can never leave it’s range.

Jotaro and his stand, Star Platinum, his ki Element PuppetKankuro and Crow, his poison element PuppetZato=One and Eddie, a shadow element puppet
Poder Judicial

# El Poder Judicial, Raúl Cruz Carrillo 4·C.

### ***¿Qué es el poder judicial?***

Es uno de los tres poderes fundamentales y básicos de un gobierno, este poder se encarga de administrar la justicia del país, el poder judicial aplica las leyes

***¿Quién ejerce el poder judicial?***

La Constitución establece en su artículo 308, que la Corte Suprema de Justicia es el máximo órgano jurisdiccional.

***El poder judicial en el antiguo régimen(Siglo.XVIII)***

Uno de los elementos definitorios de la dimensión política de la sociedad del Antiguo Régimen era el acaparamiento por parte del monarca de los poderes ejecutivo, legislativo y judicial. La potestad jurisdiccional, en concreto, se considera una de las manifestaciones más importantes del poder soberano, hasta el punto de que algunos historiadores piensan que en el concepto de Justicia se encierra la «clave» a través de la cual se explica toda la actividad de poder en ese modelo de organización política conocido como Antiguo Régimen 1 . Sabemos lo que esto significa: el rey es ante todo juez y la monarquía primordialmente justicia o, si se prefiere, la potestad del rey es esencialmente jurisdiccional y la justicia un dominio de la actividad de poder

https://www.youtube.com/watch?v=csg1NQUt83M - ***Vídeo resumido del poder judicial.***
Saint-14

**Saint-14** is a legendary Titan and the first Titan Vanguard. He wears the Helm of Saint-14 as well as Saint-14's Ring, and his primary weapon is the Perfect Paradox.

## Biography

### Crusade against the Fallen

During the early years of the Last City when the Wall was still being constructed, Saint-14 launched a "crusade" on the Fallen surrounding the City. At some point, he killed the last known Kell of the House of Devils, Solkis, and then left for Mercury in pursuit of Osiris.

### Death in the Infinite Forest

He was found dead in a tomb on Mercury inside of the Infinite Forest.

### Sundial

During the events of the Season of Dawn, the Guardian helped Saint-14 during one of his first field missions fighting the Fallen, also giving Saint-14 his signature weapon, the Perfect Paradox . He later would come back after the Guardian helped bring back Saint-14's light by destroying Agioktis, Martyr Mind, before it could take away his light and kill him. After staying inside the Infinite Forest fighting the Vex, Saint-14 eventually made his escape. Returning to the Tower, Saint-14 now operates as the main contact and handler of the Trials of Osiris inside the Tower Hangar.

## Quotes

* "I have found that rarest treasure: a pragmatic Warlock."
* "My name is Saint-14. They call me the greatest titan who ever lived."

## Trivia

* Saint-14 was the most beloved Guardian of the Speaker and the people.
	+ The Speaker was so fond of Saint-14, that the Speaker adopted him as his son.
* Saint-14 believed that the Darkness was a tangible alien force of immense power.
* Saint-14 has a Russian accent.
* According to the player's Ghost, Saint-14 was the first Guardian he met long before finding his Guardian.
Weapon Mastery: Pistol

**STAT used**: AGL
 **Range**: Self
**I.** *(40AP)* You are especially proficient at fighting with pistols, you gain the following benefits:

* When you combo with pistols, add an additional 1d4 combo die (one per combo)
* When you make attacks with pistols you are immune to other characters using the interpose reaction on you
* you can make Oppertunity Attacks with pistols.
Items

Hey if you're seeing this, i'm uhh

not finished.

Economics are hard.

Items are useful objects that can be used by Characters.

I don't know what else you want me to say about em.

Consumable items will **GENERALLY** use your MIN, but others may use a MAJ or even require additional time to use.

All characters start with a set of Comfortable Clothing, no need to buy that unless you want more

## Combat Items

You can only use 1 Healing Potion per turn. Administering a potion to someone else requires your MAJ.

potions... 20₩$ each. they heal... for now lets say 2d20+20 hp

Cure Kits 15₩$

Pheonix Phethers 15₩$

Khaos Ether: 10₩$ which restore 40+1d20% Khaos
Senses, Targeting and Line of Action

Many elements of the game will reference "targeting" a character but how exactly is this done?

To target a character with an attack or ability (unless otherwise stated):

* that character must be within range of the weapon you are using.
* You must be able to sense that character.
* You must have a line of action on the target.

### Range

for weapons is covered in attacks and weapons while abilities will have their range listed.

### Senses

To sense another character is to perceive them with any of your senses. You can see them, hear them, touch, smell or even taste them (editors note: if you are somehow tasting a character without perceiving them with any of your other sense, please ask your GM how the hell you got into this situation)

Being unable to see a target confers a -2 penalty to attacks against them. Inversely, if a target cannot see you, you have a +1 bonus to hit them.

You may also gain new senses through abilities, such as the ability to sense spiritual energy or hear the thoughts of others. These new senses are described in the abilities that grant them.

On a clear day, without any obstruction, human visual range is technically infinite, though it may be difficult to make out a specific target at more than a kilometer away, even under ideal conditions.

With no other noise in the area, you could hear (though not necessarily understand) a whisper up to 10 meters away, a regular speaking voice at 40m, and a shout at 200m. With ambient noise in the area, such as a windy forest, those distances would be halved. If an area was noisy such as a crowded street, halve those distances again, and halve them once more for an area absolutely covered in loud machinery.

Generally, you cannot smell another character, unless they have a notable scent.

In some cases, you may need to use a MIN to search for a character before you can perceive them. For example you may attempt to hear the faint footsteps of an invisible character hiding from you. Doing so is generally an INT check, which, in this example, would be contested against the invisible character's AGL.

### Line of Action

A line of action, simply put, is a clear, unobstructed straight line between you (the source of action) and a target.

For example, if you hear an enemy talking on the other side of a wall, no more than 4 meters away from you. You could pull out your revolver and attempt to take a shot at him, as you have fulfilled the first 2 conditions for targeting him, but the wall in your way obstructs line of action!
(Hey wanna know a secret? All characters can attempt to **breach**, to get that pesky wall out of the way.)
Anastasia Bray

**Anastasia Bray**, better known as **Ana Bray**, is a Hunter. She was present at the Battle of Twilight Gap where she wore a cloak with the same pattern as Strength of the Pack. She appears as a major supporting character in the *Destiny 2 Warmind* expansion as she attempts to uncover the mystery behind Rasputin and the polar ice caps of Mars.

## Biography

Anastasia Bray is a member of House of Bray, she was told she was adopted when she was young to avoid telling her of her father's infidelity. She is one of the founders of the exoscience corporation Clovis Bray. Her whereabouts and exploits during the events of the Red War are largely unknown, with the exception of trace mentions by other characters or her redacted diary located in the Daito office in the Tower.

Anastasia Bray played a much larger role back before the events of *Destiny*, especially during the massive assault by the Fallen, known as the Battle of Twilight Gap, where the houses of Kings, Devils and Winter attacked the Last City all at once. She was in a fireteam with Lord Shaxx, Liu Feng, Nkechi-32, Idil Abdi and Truce during the battle. She engaged in a duel with a Fallen Archon but was thrown off the top of the wall and presumed dead for a long time.

### Events of *Warmind*

Ana reappeared many years later and called upon the help of the Guardian in the beginning of the *Destiny 2: Warmind* expansion, bringing them to Mars, where she has decided to investigate her old life and heritage. She requested assistance after a frozen Hive army reawakened.
Apex Games

## Timeline

* **2681** - Walter Fitzroy is born on Salvo
* **2685** - Alexander Nox is born on Gaea
* **2658** - Pathfinder is created

### Games

* **2734** - Apex seasons 1 through 4
* **2735** - 5-8
* **2736** - 9-12
* **2737** - 13-14

## Competitors

1. Anita Williams - Bangalore
2. Bloodhound
3. Makoa Gibraltar
4. Ajay Che - Lifeline
5. Pathfinder
6. Renee Blasey - Wraith
7. Elliott Witt - Mirage
8. Alexander Nox - Caustic
9. Octavio Silva - Octane
10. Natalie Paquette - Wattson
11. Tae Joon Park - Crypto
12. Revenant
13. Loba Andrade
14. Ramya Parekh - Rampart
15. Mary Somers - Horizon
16. Walter Fitzroy - Fuse
17. Kairi Imahara - Valkyrie
18. Obi Edolasim - Seer
19. Ash
20. Mad Maggie
21. Jackson Williams - Newcastle
22. Xiomara Contreras - Vantage
Eris Morn

**Eris Morn** is a former Hunter and sole survivor of the ill-fated attempt on Crota's life. She lost her Ghost, her Light and her friends to the Hive, and is eager to make them suffer as she once did. She played a major role in the death of Crota, as well as Oryx, Omnigul, and Hashladun.

## Biography

### Attack on the Hellmouth

Eris participated in the initial attempt to retake the Moon from the Hive, where hundreds of her fellow Guardians were slain by the Hive, who were led by Crota. After consulting with Eriana-3, they decided to seek out Toland, the Shattered for their plan to assassinate Crota. They also recruited the Hunters Sai Mota and Omar Agah, and the Titan Vell Tarlowe, bringing the total number of members of the fireteam up to six. In the end, however, she was the sole survivor of the fireteam, after they entered the Hellmouth, seeking to kill Crota, but were slaughtered by Crota and his armies.

In the process, Crota somehow severed her connection to the Traveler, and took away her light. This gave her a dark, desolate appearance, of prominence being the green, three-eyed visage of the Hive. For years, Eris was forced to hide in the vast tunnels that the Hive dug in the Moon's surface, studying them and learning many, many secrets previously unknown to Earth. Eventually, she managed to construct a ship from scavenged material, and escaped the Moon.

### Crota's return

She returned to Earth at the onset of Crota's return. She aided the Vanguard and the Guardian in repelling Crota's armies, his disciples, and eventually killing the Hive Prince himself.

### *The Taken King*

After the fall of his son, Oryx traveled to the Solar System in the Dreadnaught, to seek vengeance upon the Guardians. Eris was permitted to move into the Hall of Guardians, and given a greater role in the war against the Taken King, sharing her intimate knowledge of the Hive. Cayde modified her jumpship with stealth drives in an attempt to board the Dreadnaught, but it was ultimately destroyed. Eventually, the Guardian managed to force Oryx to retreat, though was later pursued to the depths of his ship, and vanquished for good. After his initial defeat, Eris approached Oryx's sword, Willbreaker, which was buried in the god's altar, and retrieved its core.

### *Shadowkeep*

After the Red Legion attacked the Last City, Eris Morn fled the Tower and went into hiding. During her self-imposed exile, the Cabal Emperor Calus considered recruiting Eris Morn as his Shadow of the Hive. She remained in hiding for 2 years until she eventually returned to the Moon, where she accidentally awakened a powerful and ancient evil that had been sleeping beneath the surface for centuries that had the power to resurrect enemies of the Light. She would eventually call upon the Young Wolf, alongside other Guardians for assistance in defeating this evil, as well as the Hive who served it.

### Pyramids arrival

Upon the Black Fleet's arrival in the Solar System, Eris traveled
House of Devils

The **House of Devils** was a Fallen house. It was founded after the Whirlwind, in 1761.

## Kells

* Gaksis, the Horned - (1761-1856)
* Furgask, the Furious - (1856-1898)
* Kenbesk, the Tooth - (1898-1967)
* Gradik, the Bloodied - (1967-2006)
* Kenlask, the Terror - (2006-2067)
* Rauksis, the Ancient Blade - (2067-2194)
* Wensix, the Wise - (2194-2289)
* Fra'drik, the Cleaver - (2289-2311)
* Sodre Kesk - (2311-2313)
* Drak'nar, the Viscous - (2313-2324)
* Vrakniv, the Venomous - (2324-2359)
* Jraknar, the Red Hammer - (2359-2389)
* Solkis, Devil Kell - (2389-2472)

## Members

* Eramis the Shipstealer, Baroness of Devils
* Greksis, Devil Claw
* Karrhis, Archon Rising
* Loksis, Devil Claw
* Naksis, Devil Baron
* Rahn, Devil Captain
* Riksis, Devil Archon
* Sepiks Prime
* Solkis, Devil Kell
* Varjis, Devil Captain
The Last City

## Timeline

* 1987 BC - Aurash, Sathona and Xi Ro meet the worms on fundament
* 1523 - The Whirlwind happens on Riis
* 2077 - The Traveler is discovered on Mars
* 2086 - The Collapse and start of the dark age
* 2367 - The Burning of London
* 2398 - People start arriving beneath the Traveler and setting up camp
* 2425 - Beginning of the Faction Wars
* 2434 - End of the Faction Wars
* 2458 - The Battle of Six Fronts
* 2466 - The Battle of Twilight Gap
* 2472 - Saint-14 kills Solkis, ending his crusade
* 2476 - The Battle of Site 6
* 2752 - The Black Garden
* 2753 - Oryx arrives in the Solar System, starting the Taken War
* 2754 - SIVA Crisis and Age of Triumph
* 2755 - The Red War
* 2756 - Cayde-6 dies
* 2757 - Raid on the Scarlet Keep, Saint-14 returns and the Sundial Crisis, the *Almighty* Crisis, and the Black Fleet's arrival
* 2758 - Eramis's campaign on Europa, Cabal/Guardian ceasefire, the Endless Night appears, and Savathun's worm is excorsised
* 2759 - The Witch Queen, Calus returns, Eramis escapes from the ice
The Drifter

**The Drifter** is a rogue Guardian and the host of Gambit. He serves as a vendor in the Tower. During Gambit matches, he appears in his ship, the Derelict, to spectate and determine the horde of enemies the Guardians must face.

## Biography

### Dark Ages

The Drifter was resurrected by a Ghost during the Dark Ages. He starved to death at least once out in the wild. He operated under the alias of Wu Ming for a time and met the Guardian Oran during that time. He also met Lord Felwinter.

### City Age

The Drifter set up shop in the Last City, where he invited guardians to participate in Gambit, a game created by the Drifter himself. He and the Guardian also made the hand cannon Malfeasance.

### Season of the Drifter

The Drifter set out different tapes for the Guardian to find. The Drifter's last tape details his feelings about the Guardian, and the Drifter offers them a place in the pocket realm he is building in the realm of the Nine.

## Personality

The Drifter has also been known as Dredgen Hope, Eli, Wu Ming and Germaine.

## Merchandise

The Drifter has manufactured many weapons to give to Guardians who compete in Gambit.

* Trust
* Hazard of the Cast
* Distant Relation
* Bd Omens
AKB48 (Song)

## AKB48

**AKB48** is a song from Team A 1st Stage "The Party Begins!". The song is also included in AKB48's 3rd major single.

## Performing Members

### A1

* **Team A**: Itano Tomomi, Usami Yuki, Urano Kazumi, Oe Tomomi, Oshima Mai, Orii Ayumi, Kawasaki Nozomi, Kojima Haruna, Komatani Hitomi, Sato Yukari, Takahashi Minami, Tojima Hana, Nakanishi Rina, Narita Risa, Hirajima Natsumi, Hoshino Michiru, **Maeda Atsuko**, Masuyama Kayano, Minegishi Minami, Watanabe Shiho

### K1

* **Team K**: **Akimoto Sayaka**, Imai Yu, Uemura Ayako, Umeda Ayaka, **Oshima Yuko**, Ohori Megumi, Oku Manami, Ono Erena, Kasai Tomomi, Kobayashi Kana, Sato Natsuki, Takada Ayana, Noro Kayo, Hayano Kaoru, Masuda Yuka, Matsubara Natsumi, Miyazawa Sae

### A1 Studio Recording

* **Team A**: Itano Tomomi, Usami Yuki, Urano Kazumi, Oe Tomomi, Oshima Mai, Orii Ayumi, Kawasaki Nozomi, Kojima Haruna, Komatani Hitomi, Sato Yukari, Shinoda Mariko, Takahashi Minami, Tojima Hana, Nakanishi Rina, Narita Risa, Hirajima Natsumi, Hoshino Michiru, **Maeda Atsuko**, Masuyama Kayano, Minegishi Minami, Watanabe Shiho

### A2

* **Team A**: Itano Tomomi, Urano Kazumi, Oe Tomomi, Oshima Mai, Orii Ayumi, Kawasaki Nozomi, Kojima Haruna, Komatani Hitomi, Sato Yukari, Shinoda Mariko, Takahashi Minami, Tojima Hana, Nakanishi Rina, Narita Risa, Hirajima Natsumi, Hoshino Michiru, **Maeda Atsuko**, Masuyama Kayano, Minegishi Minami, Watanabe Shiho

### Single

* **Team A**: Itano Tomomi, Oe Tomomi, Oshima Mai, Kawasaki Nozomi, Kojima Haruna, Komatani Hitomi, Sato Yukari, Shinoda Mariko, Takahashi Minami, Tojima Hana, Nakanishi Rina, Narita Risa, Hoshino Michiru, **Maeda Atsuko**, Masuyama Kayano, Minegishi Minami
* **Team K**: Akimoto Sayaka, Imai Yu, Umeda Ayaka, **Oshima Yuko**, Ohori Megumi, Oku Manami, Ono Erena, Kasai Tomomi, Kobayashi Kana, Sato Natsuki, Takada Ayana, Noro Kayo, Hayano Kaoru, Masuda Yuka, Matsubara Natsumi, Miyazawa Sae
* **Team B**: Urano Kazumi, Inoue Naru, Ota Aika, Kashiwagi Yuki, Katayama Haruka, Kikuchi Ayaka, Saotome Miki, Tanabe Miku, **Nakagawa Haruka**, Nakaya Sayaka, Noguchi Reina, Matsuoka Yuki, Hirajima Natsumi, Yonezawa Rumi, Watanabe Mayu, Watanabe Shiho
Wire rifle

A **Wire rifle** is a weapon used by Fallen Vandals. To fire, they must be charged beforehand. They fire a powerful, high-velocity bolt of Arc energy.

The Guardian has a modified Wire rifle called Queenbreakers' Bow. It is a fusion rifle/sniper rifle hybrid, wielded by Queenbreakers (the first Fallen Wolves to betray Queen Mara Sov).