recursal/Fanatic-Fandom huggingface dataset:
Playdate scraps

## Griet and Friendship

Upload the meta from wherever it is

**Setting:** Shatterdome's satellite neigbourhood's park

"Your Jackson gave ma Pietr some very good advice about daycare et the Shatterdome." Swallows. "We've trensferred Izzy—our son—to a public school."

Charlie grunts.

"Anni end Rika are staying fa now, though."

No response.

"They're the same ages as your Book end Baby, yeh?"

Charlie bristles.

Griet gestures for calm. "The little ones bring home stories 'bout their friends."

"Friends." Charlie breathes out some tension.

Griet cocks her head, tucks a stray ribbon behind her ear. "Izzy bubbles non-stop about how sweet end smart they are. End Anni is so heppy to hev friends with curly hair lak]hers." She chuckles. "Fanelly."

Charlie fights a smile with a sip of cocoa.

Griet smiles encouragingly and has some more coffee.

[We mentioned splitting this one to separate the introduction and reserving the more revealing portion of the exchange for after the mums are better acquainted. This seem like a good spot to you?; exactly where I was thinking of splitting it!]

[Charlie asks about names]
Abilities

## Summary

Each Kaiju has their own set of around 100 abilities, split between passive and active abilities. Passive abilities have a one time training cost and then are always in effect (such as an armor increase or a larger energy carrying capacity). Active abilities have a one time training cost, a per use resource cost and, usually, a cool down timer before it can be used again.

The Kaiju can only carry 6 active abilities into battle but can have an unlimited number of passive abilities.

### Tiers

Abilities come in 5 tiers of increasing power and expanding size, with tier one abilities being the weakest (and fewest) and tier five abilities being the most powerful and numerous.

All ability tiers require specific Base Buildings be constructed in order to train them. While the game starts with the Tier 1 Training Facility already built, the others must be built by the player. They are:

* Tier 1 - Training Facility
* Tier 2 - Advanced Training
* Tier 3 - Focused Training
* Tier 4 - Enhancement Facility
* Tier 5 - Terminal Upgrades

### Categories

Abilities are also grouped into 3 broad categories: Attack, Defense and Metabolism.
Kaiju-A-GoGo Wikia

## Welcome to the Kaiju-A-GoGo Wikia

Welcome to the Kaiju-a-gogo wiki, a collaborative site dedicated to the monster controlling, city stomping, world dominating video game.

## Game Summary

Kaiju-a-gogo is a strategy/action title featuring GIANT MONSTERS. The player takes on the role of a fledgling Mad Scientist who has built the first human-controlled Kaiju in the world. While your rivals race to catch up with your genius and build their own Kaiju to compete with you, you have a five-year-window to use your Kaiju to achieve TOTAL WORLD DOMINATION.

## Latest Game Updates

October 2016

* Kerberos has released a brand new DLC, the new Kaiju Grey Goop. Once installed the game will be updated to V1.3.0.

March 2016

* Kerberos has released a new Update, V1.2.5.5, which includes various bug fixes and other changes. Several additional fixes have also been released as hotfixes since the main update.

January 2016

* Kerberos has released a new Update, V1.2.5, which includes various bug fixes and other changes.

October 2015

* Kerberos has released a brand new Update, V1.2.0, which includes the new Kaiju Armagordon, new events, new achievements and a new base building as well as various bug fixes and other changes.

August 2015

* Kerberos has released a new Update, V1.1.5, which includes various bug fixes and other changes.

July 2015

* Kerberos has released a new Update, V1.1.4, which includes various bug fixes and other changes.

* Kerberos has released a new Update, V1.1.3, which includes various bug fixes and other changes.

* Kerberos has released a new Update, V1.1.2, which includes various bug fixes and other changes.

June 2015

* Kerberos has released a new Update, V1.1.1, which includes various bug fixes and other changes.

* Kerberos has released a brand new Update, V1.1.0, which includes the new Kaiju Shrubby, new events, new achievements and new enemy units as well as various bug fixes and other changes.

## Latest activity

Table of Contents

* Abilities
* Base Buildings
* Cities
* City Buildings
* Enemies
* Kaiju
* Resources
Turtles! Wikia

## Welcome to the Turtles! Wikia

Organizing the text and background for the Turtles!AU.

## Notes:

* In each Ficlet, I'm linking the first appearance/mention of a named character to their character sheet.
* 'arc' vs 'storyline': an arc is the 'season' of a plot thread, storyline is the arc as well as individual scenes that take place after the 'season'.
Ogres

Ogres are an advanced race. They are smelly, brutish giants.

 Starting Stats

* Powerful Build - Ogres have a powerful build, and can use weapons and objects intended for large creatures. Their natural weapons gain damage accordingly.
* +6 STR, +2 CON, -4 INT, -2 CHA

### Levels

The first Ogre level is mandatory before other levels. Monster level 2 can be taken any time. Monster levels 3 and 4 are optional. Monster level 3 may be optionally taken at any time, but must be taken before character level 6 to keep monster level 4 available. Monster level 4 must be taken before character level 8.

The statistics listed here are sufficient to describe Half Ogres at levels 1 and 2.

 2
 3
 4

At level 3 the ogre may chose to lose wisdom or intelligence - younger ogres are usually more personable and patient than their older, grouchier elders.

Bonus Giant Feat: At level 3, Ogres may choose any feat in the Giant bonus feat list that they qualify for.

Large Size: Ogres at monster level 4 are actually of large size and gain all of the relevant benefits.
Surprised

Expanded from "Birthday Baby"

## Meta

**Timing:** 30 July 2025, Button's first birthday

**Setting:** the B&B space at the Tang family compound (I think? Where would Liu have them stashed at this point?)

## Text

Blossom bounces Button as she heads to her computer, presses a kiss, says against the tiny head, "You're gonna talk to your dad again."

"Da?"

"Yea." Smiles.

Button stretches over her shoulder. "Kit!"

"Of course! Can't forget Kit!" Blossom pirouettes, snags the plushie.

"Kit." Nuzzles the tiger, squishes it to his chest.

Blossom settles them in the squashy chair, wakes the laptop, pokes 'connect', watches a flurry of dialog boxes snap open and closed, each marking another layer of encryption or a proxy. "[[[Wei Tang Liu|grampa]]] sure wants to keep you safe," she murmurs. "Wish we could do more for your dad—"

"Da!"

"—but he's pretty good at keeping himself safe, ay?" Nuzzles Button's fluffy hair.

Button coos, nuzzles back.

A cheerful /*bing*.

The screen fills with a rough image, resolves into a familiar face.

""—hear me?""

"Loud and clear." Blossom hefts Button a little higher. "Say, 'hi', Button!"

"Hi, Da!" Button kicks happy feet.

On screen, Logan pales, ducks his head.

Button deflates, squeezes Kit. "Da?"

Blossom's blood runs icy. "Logan, 'm so sorry. I wanted—"

Logan holds up a hand. ""'s'okay. Tyke just surprised me."" His shoulders lift with a deep breath, then he raises his eyes and smiles. ""'ey, Button. How's the birthday baby?""

Button squeals.
The Professor

'The Professor' is a nickname shared by a group of individuals who work together, each with their own area of control. Group members are extremely careful not to cross into each others' areas and to keep their 'employees' separated to protect their individual identities and the shared nature of the name.

By design, The Professor's influence does not extend beyond the Sydney metropolitan area. Within the Sydney underground The Professor is a niche figure, rather than a dominant one (as Wei Tang Liu is in Hong Kong). As such, The Professor is not in a position to challenge powerful entities like state and national governments or the PPDC.

Several 'The Professor's are current or former actual professors employed by Sydney-area universities, including The Professor overseeing operations at Sydney's industrial port, who lectures at the University of Sydney (and formerly at the University of New South Wales).

For a portion of the mid- and late 2010s, The Professor held the fight contracts for three 'stars' nicknamed Blossom, Bubbles, and Buttercup. The Professor's plan to pit these leading lights against a trio of Hong Kong's best fell through.
Pretzel

Jamie steps onto the train, catches the eye of a slight, bespectacled[,] vaguely familiar person sitting beside an empty seat.

He tilts his head.

They smile, inclines theirs; a gift between their feet and a snack bag in their lap.

Jamie nods in thanks, sits. "Have we met?"

"Not formally, no." Offers the bag. "Pretzel?"

"Don't mind if I do, thanks."

"You're welcome." They put the gift bag in his lap.

Jamie covers his mouth. "For me?"

"For you."

'Really?'

"Well, for you to give to Wei Liu."

Jamie's mouth loses its fight with the sticky pretzel.

"They usually aren't sticky, it's drugged."

'But you're fine—the bag—!!!'

"Iocain, duh."

Jamie squeaks.

"JK, I'm basically psychic."

The world gets a bit spinnier.

"Put your head back, you'll get where you're going."

Jamie's too sluggish to argue.

The cacophony of people and stations and announcements and train blurs together; the clock stops and skips and then the car empties, Pretzel gets a guard's attention. 「I do not believe this person is well.」

The guard agrees, calls the station's EMTs.

Jamie blinks and they're helping him onto a stretcher.

「Is this his?」

「Yes.」

「Thank you, Mx.」
「You're welcome.」  Pretzel stands on tiptoe. "Get well soon!" and then he's in a medical office and black is zipping up on him and that's it.
Arcane Spells

## Abjuration Spell List

2. Shield
3. Deflect
4. Stunning Rune
 2
2. Touch Deflection
3. Obscure Object
4. Slowing Rune
 3
2. Energy Vulnerability
3. Protection from Race
4. Fatiguing Rune
 4
2. Globe of invulnerability
3. Spell Suppression
4. Rune of Repulsion
5. Crumble Resistance

## Conjuration Spell List

2. Water Spout
3. Produce Fog
4. Summon Elemental
 2
2. Glitterdust
3. Web
4. Malevolent Miasma
 3
2. Bands of Steel
3. Ice Lance
4. Acid Breath
 4
2. Summon Shelter
3. Creation
4. Wall of Sand
5. Fiery Swarm

## Divination Spell List

2. Comprehend Language
3. Detect Race
4. Destiny Dissonance
 2
2. Truthsight
3. Chain of Eyes
 3
2. Read Object
3. Enduring Scrutiny
4. Spellcaster's Bane
 4
2. Assay Spell Resistance
3. Know Vulnerabilities
4. Detect Aura
5. Desire Compass

## Enchantment Spell List

2. Hypnotism
3. Sleep
4. Rouse
 2
2. Touch of Idiocy
3. Torrent of Tears
4. Aversion
 3
2. Hold Person
3. Suggestion
4. Emotion
 4
2. Crushing Despair
3. Domination
4. Battle Hymn
5. Malevolent Whisper

## Evocation Spell List

2. Force Barrage
3. Shocking Grasp
4. Sonic Blast
 2
2. Scorching Ray
3. Fireburst
4. Combust
 3
2. Lightning Bolt
3. Force Shelter
 4
2. Resilient Sphere
3. Shout
4. Wall of Fire
5. Defenestration

## Illusion Spell List

2. Disguise Self
3. Net of Shadows
4. Serene Visage
 2
2. Invisibility
3. Mirror Image
4. Misdirection
 3
2. Illusory Script
3. Deceptive Façade
 4
2. Rainbow Pattern
3. Shadow Conjuration
4. Phantom Battle
5. Sensory Deprivation

## Necromancy Spell List

2. Chill Touch
3. Ray of Enfeeblement
4. Death's Call
 2
2. Command Undead
3. False Life
 3
2. Halt Undead
3. Vampiric Touch
 4
2. Bestow Curse
3. Contagion
4. Enervation

## Transmutation Spell List

2. Jump
3. Expedious Retreat
4. Fleshstitch
 2
2. Physical Enhancement
3. Pyrotechnics
 3
2. Slow
 4
2. Stone Shape
3. Call of stone
4. Attune Form
5. Corporeal Instability

## Universal Spell List

 2
 3
 4
Albuquerque

## Description

### Gino

Albuquerque, New Mexico! Home to Kirkland Air Force Base, Sandia National Laboraties, and many fine chicken restaurants! The city is rumored to be a large repository of purpletonium as well. Well worth a visit!

### Shrubby

Albuquerque, New Mexico! Home to Kirkland Air Force Base, and a 24-million-gallon spill of jet fuel which went on for 45 years, the biggest in human history. Boom! They've gotta go.

## Defensive Units

* Infantry: 4
* Vehicle: 4
* Armor: 2
* Air: 1
* Navy: 0
* Super: 0
Juukou B-Fighter (film)

Previous in other seriesToei Hero Daishugō

**Juukou B-Fighter** (重甲ビーファイター, *Jūkō Bī Faitā*?) is the film version of the season with the same name. It premiered in Japan on April 15, 1995 at the Toei Super Hero Fair '95. It was originally shown as a triple feature alongside *Mechanical Violator Hakaider* and the feature film version of *Chouriki Sentai Ohranger*.
Structural Reinforcement

With better core materials comes a more durable Kaiju.

## Notes

While the bullet point says Structural Reinforcement increases Max Health +150, the game files say "MaxHealth: 50". This could mean that the actual health increase is 50 (and the bullet point is incorrect) or that the health increase is calculated with MaxHealth plus some other unknown factors (and the bullet point is correct).

## Required For

* Recycle
* Repair Cycle
EM Jammer

A jamming field that can block missiles targeting this Kaiju.

## Notes

While the bullet point says EM Jammer has a 35% success rate, the game files say "EMJammingPercent: 10". This could mean that the actual success rate is 10% (and the bullet point is incorrect) or that the success rate is calculated with the EMJammingPercent plus some other unknown factors (and the bullet point is correct).

## Required For

* Distortion Field
* Point Defense Cannon
Elves

Elves are a basic race. Depending on the race, they are very skilled with magic, thievery, or finesse fighting.

There are four elf races: High, Wood, and Blue elves, as well as human-elf crossbreeds.

## Starting Stats - High Elves

High Elves begin with:

* Any combination of +2 to DEX, +2 to INT, -2 to CON, and -2 to STR (bonuses must equal penalties)
* Two of the following:
	+ Weapon Proficiency: Long Blades
	+ Weapon Proficiency: Short Blades
	+ Weapon Proficiency: Bows
	+ Martial Weapon Proficiency
	+ Arcane Spellcasting I
	+ Arcane Spellcasting II (requires Arcane spellcasting I)
* One of the following
	+ Perception as a character skill
	+ Search as a character skill
* +2 Save bonus versus spells from the enchantment school

* Low Light Vision

## Starting Stats - Wood Elves

High Elves begin with:

* +2 DEX , -2 INT
* Two of the following:
	+ Weapon Proficiency: Long Blades
	+ Weapon Proficiency: Short Blades
	+ Weapon Proficiency: Bows
	+ Martial Weapon Proficiency
* Perception as a character skill
* Search as a character skill

* Low Light Vision

## Starting Stats - Blue Elves

Blue Elves begin with:

* +2 CHA, -2 WIS
* One of the following:
	+ Perception as a character skill
	+ Search as a character skill

* Arcane Spellcasting I
* Spell Resistance equal to 10+HD

## Starting Stats - Half Elves

Half Elves begin with:

* 2 ability points spread between Dexterity, Intelligence, or Charisma
* 1 character skill of your choice
* +1 Skill points per level, 4 at level one
* Low Light vision
The Shaman

The Shaman makes use of a natural connection to a divine source to channel energy. They might be a god's chosen, a lone druid, simply a village wise person. Their beliefs are typically more flexible than that of a cleric, and as such they are able to learn divine spells from many domains, although they do not have the repertoire that clerics have. They can serve in any of the same roles as a cleric, but they tend to be a little looser with their beliefs - although exceptions most certainly exist.

The Shaman has two versions - the Battle Shaman and the Keeper

## Shaman Divine Casting

This section details how Shamans gain, augment, and prepare spells.

### Domains

Shamans gain the ability to cast spells by taking domains. Shamans can only cast spells from domains they have taken and from the Mystic Domain, which all divine spellcasters have access to. When Shamans take a domain as a feat, they gain that domain, its power, and another domain of their choosing; see below.

### The Secondary Domain

When Shamans take a domain as a feat, they gain access to another domain of their choosing. This is a secondary domain, and has the following restrictions:

* They do not gain this domain's power.
* They do not apply their natural augment (if any) to this domain.
* They cannot use more than half of their available spell preparation slots for spells from secondary domains.

If, at some point, a shaman wishes to make a secondary domain a primary domain, they may take the feat and gain its power and the natural augment from their level as normal. When this is done, they may then choose two additional secondary domains (essentially, there must always be the same number of primary and secondary domains).

### Augments

Shamans gain natural augments from their level, as detailed below. They also gain a natural augment from their primary ability score equal to 1/2 of that ability score's modifier.

### Preparation

Shamans may prepare as many spells as their divine caster level, plus additional slots equal to the modifier of their primary ability statistic.

## The War Priest

The Battle Shaman has 4 skill points per level and a d8 hit die.

The Battle Shaman variant focuses on having more combat ability in exchange for other abilities. Specifically, they have a medium base-attack bonus but low skills and they lack a level one bonus feat.

### Starting Domain

The Battle Shaman gains a bonus domain at level one.

### Primary Ability

Battle Shamans may use either Wisdom or Charisma as their primary ability stat. Once chosen, this cannot be changed.

## The Archivist

The Keeper has 6 skill points per level and a d8 hit die.

The Keeper variant focuses on having more skills in exchange for combat ability. Specifically, they have moderate skills and a level one bonus feat, but also have a low base attack bonus.

### Starting Domain

The Keeper gains a bonus domain at level one.

### Primary Ability

Keepers may use either Wisdom or Intelligence as their primary ability stat. Once chosen, this cannot be changed.
Kobolds

Kobolds are a basic race. They are small, scaly lizards with a penchant for magic and crafting.

## Starting Stats

Kobolds begin with:

* +2 DEX, -2 WIS
* Small Size
* One of the following:
	+ Weapon proficiency: Entangling weapons
	+ Weapon proficiency: Polearms
* One of the following:
	+ Arcane Spellcasting I
	+ Any Craft Skill
* Darkvision
* Speed - Kobolds move at 30 feet instead of 20.
* Natural Weapon: Bite 1d6 damage, only usable during grapple
* +1 Natural Armor
Don Horror

**Don Horror** (ドン・ホラー, *Don Horā*?) is a monstrous six-armed idol-like being who is the leader of the criminal organization Makuu. This powerful villain wants to erase Earth, the obstacle that prevents his conquest of the universe, and is ready to use any means to destroy it. He lives in the Makuu castle which flies in the Makuu domain/tunnel. He is immobile throughout; how he gave birth to a son by Kiba is a mystery that remains unsolved.

Don Horror and the Makuu were eventually defeated by Gavan, resulting in their Makuu Space collapsing siginficantly. However, Ashrada, a descendant of Don Horror, conspired with Zangyack to use Gavan to catalyze the blood of Don Horror in his veins, which would make Makuu Space expand and consume the Earth. This plot was foiled by Gavan and the Gokaigers, who destroyed Ashrada. (*Kaizoku Sentai Gokaiger vs. Space Sheriff Gavan: The Movie*).

## Biography

Don Horror is the leader of Makuu and now he and his servants set their eye on Earth. In the final battle he was destroyed by Gavan resulting to the destruction of Makuu.

## Behind the scenes

### Portrayal

Don Horror is portrayed by Takeshi Watabe and Shozo Iizuka.
Lizardfolk

Lizardfolk are an advanced race. They are semiaquatic and only partially civilized semihumanoids.

There are four species of lizardfolk: Blind, Chameleon, Desert, and Aquatic

## Starting Stats

All Species of Lizardfolk begin with:

* Uncivilized race: Lizardfolk get two fewer than the usual starting proficiency feats.
* Cold Blooded: Lizard take a -2 penalty on all saves versus cold effects
* Medium
* +2 CON, -2 INT
* +3 Natural Armor
	+ -1 check penalty, +1 DR
* Scent

### Aquatic

Aquatic Lizardfolk have:

* 20 ft swim speed
* Can hold breath 10x as long as normal
* Scent in water
* Athletics as a character skill

### Blind

Blind Lizardfolk have:

* Blindsight
* No vulnerability to cold
* Perception as a character skill

### Chameleon

Chameleon Lizardfolk have:

* Camouflage - +5 bonus to stealth checks when not moving, +1 when moving
* Stealth as a character skill

### Desert

Desert Lizardfolk have:

* +4 versus heat and fire effects instead of +2
* Can go 10x as long without water
* Survival as a character skill

### Lizardfolk Levels

A lizard folk has 2 racial levels. The first must be taken no later than level 3, the second is optional. The Lizardfolk has a medium base attack bonus and 6 skill points per level.

 2
Base Buildings

## Summary

In addition to stomping on cities, you can build buildings on your secret island base. These fall into five broad categories:

* Production, which generate and store Resources.
* Training, which unlock Abilities and allows the Kaiju to train them.
* Storage, which allows greater storage of resources.
* Defense, which helps to protect your base when it comes under attack.
* Facilities, which are other buildings that perform some function not listed above.

Once a Launch Pad is built, an additional category opens up:

* Satellite, which are objects that can be launched to help in world conquest.

## Production

Several Production buildings also come with some small storage capacity, but the buildings found in the Storage build list are designed to store much larger amounts of resources.

## Storage

Several Production buildings also come with some small storage capacity, but the buildings found in the Storage build list are designed to store much larger amounts of resources.

### Build Cost

 Quantum Storage | 250000
 Refrigeration Units | 90000

### Support Cost

 Quantum Storage | 10000
 Refrigeration Units | 20000
City Buildings

The main target of any rampaging Kaiju, destroying City Buildings is the primary way to gain money and resources, lower morale and win the game. But not all buildings are the same, as some are more valuable than others in the quest to take over the world.

## Building Stats

Other than their look, buildings have some basic stats that help differentiate them from their neighbors. Even buildings with the same name can have slightly different stats.

### Health and Armor

A buildings health and armor relates to how hard it is to destroy. A higher health or armored building will take longer to destroy or my be able to survive being on fire longer.

### Morale

Each building has a morale value that is deducted from the cities starting combat morale as soon as the building is destroyed. Once the combat morale falls enough, the city will surrender.

### Resources

Most (but not all) buildings have a chance to drop one or more of the five resources. These drops have a minimum and a maximum amount, with each drop somewhere in that range.

## Buildings

Multiple entries with the same name indicate that there are variants of that building. To see the exact minimum and maximum amount of a dropped resource, please click on the buildings name.

## Landmarks

To see the exact minimum and maximum amount of a dropped resource, please click on the buildings name.
Divine Spells

Link to Experimental Page

 Air Domain

Domain Power: Character is not hindered by the effects of inclement weather.

## Animal Domain

Domain Power: Handle animal is a free character skill

## Athleticism Domain

Domain Power: Can apply their natural augment value to a physical ability score check as many times per day as the character has a natural augment.

## Cold Domain

Domain Power: Character gains a +2 bonus on saves versus cold and can move normally over snow and ice.

## Death Domain

Domain Power: Can rebuke and command undead

## Destruction Domain

Domain Power: As many times per day as they have natural augment, the character may reroll a damage roll and take the higher result.

## Earth Domain

Domain Power: Character gains the stonecunning ability. If they already have that ability, the bonuses double.

## Fire/Heat Domain

Domain Power: Character gains a +2 bonus on saves versus heat and a natural resistance to fire equal to 1/2 their natural augment.

## Knowledge Domain

Domain Power: A knowledge skill as a character skill.

## Life Domain

Domain Power: Can spontaneously cast *Cure Wounds*.

## Magic Domain

Domain Power: This domain has no power, but allows owner to cast some arcane spells.

## Mysticism Domain

This domain has no power, but is automatically available to all divine casters.

## Pact Domain

Domain Power: Character may choose 2 tier one interaction skill tricks that do not count towards their maximum.

## Pestilence Domain X

Domain Power: Any disease the character has survived can be passed on to another creature. Character gains a +2 bonus on saves vs. diseases.

## Plant Domain X

Domain Power: Trackless step, can command plants?

## Protection Domain

Protective Ward - Protective ward grants save bonus to ally equal to natural agument level which lasts as many hours as your natural augment level, and is dispelled after use.

## Light/Sun Domain

Domain Power: Character can turn and destroy undead.

## Travel Domain X

Domain Power: Character gains Endurance as a bonus skill trick.

## Tyranny Domain

Domain Power: Intimidate is a character skill

## War Domain

Domain Power: Character gains an additional weapon or armor proficiency.

## Water Domain X

Domain Power: Caster can summon a small amount of permanent water, which can be used for spells.
Danger, Retsu! The Great Reversal

**Danger, Retsu! The Great Reversal** (危うし烈！大逆転, *Ayaushi Retsu! Dai Gyakuten*?) is the thirteenth episode of *Uchuu Keiji Gavan*.

## DVD releases

*Space Sheriff Gavan* Volume 3 features episodes 12-17: *Express to the Theme Park! UFO Boys' Big Pinch*, *Danger, Retsu! The Great Reversal*, *A Parting of Love And Sadness, The Final Blow*, *Illusion? Shadow? Makuu City*, *My First Love is a Jewel's Radiance; Goodbye, Galaxy Express*, and *The Running Time Bomb! The Bad Guy Who Rode a Police Bike*.
Goblins

Goblins are a basic race. They prolific and tenacious.

## Starting Stats

Goblins begin with:

* +2 DEX, -2 STR
* +4 save bonus versus diseases
* +2 save bonus versus poison
* One of the following
	+ Stealth as a character skill
	+ Acrobatics as a character skill
* Darkvision
* Faster Healing
	+ Goblins heal twice as fast as other races
Skill Tricks

Skill tricks are abilities that allow characters to add to or modify existing skills. They might change what ability score is used for a particular check, grant a skill-related special ability, or add a new facet to a particular skill.

## Tiers

Skill tricks come in three Tiers, based on their cost in skill points to acquire:

* Tier 1: 2 points
* Tier 2: 4 points
* Tier 3: 6 points

Characters may take as many skill tricks as their skill points allow.
Combat Maneuvers

Combat maneuvers are abilities that allow characters to use new maneuvers in primarily combat situations, or allow for a novel use of a weapon. Combat Maneuvers are purchased using skill points, and cost 4 skill points each.

## Combat Maneuvers by Damage Type

### Bludgeoning

 Heavy Blows

 Str 13

 Slower attacks slow enemies

### Slashing

 Hamstring

 DEX 13

 Hamper foes with attacks

### Piercing

 Improved Called shot

 DEX 13 or Perception 2 ranks

 Double penetration from called shot

## Combat Maneuvers by Fighting Style

### Light

 Main Gauche

 Ambidexterity

 Light weapon used as off hand provides a +1 bonus when fighting defensively

### One-Handed

 Defensive strike

 Combat Expertise

 Make hasty attack as reaction after fighting defensively

### Ranged

 Ranged Disarm

 Perception 4 ranks

 Disarm opponent with a ranged attack

### Shield

 Shield riposte

 Shield Focus

 Strike with shield after fighting defensively

### Two-Handed

 Wave Attack

 Cleave

 Take penalty, attack more than one foe

### Two Weapon

 2-W balance

 Two weapon fighting, ambidexterity

 Apply weapon focus to offhand

### Unarmed

 Stunning Strike

 Exotic Unarmed

 Use unarmed attacks to stun foes
FAQ

Here are some questions I've anticipated that people will ask so I don't have to repeat myself.

## Frequently Asked Questions (or rather, questions I've anticipated)

### Q: A bunch of stuff seems to be missing from this system! Where are all the prestige classes? Why don't you have classes for classics like the Ranger and the Paladin?

A: Pretty much everything that was in a prestige class that made them fun and unique has been broken down into some feat, skill trick, or combat maneuver. This allows you more flexibility to build the character you want to build, and not get stuck advancing a prestige class with a bunch of fluff so you can get to the really fun part of the class. The same is true with classes like the Ranger and the Paladin - all of these things can be constructed using these rules. In fact, one of the things on my tasklist is to create a page that details some of the things that would go into making these classes with the rules given here.

### Q: Will you be adding rules for Psionics?

A: Absolutely. But they're going to be totally revamped, because in 3.5 they're basically a clone of magic disguised as something else, so it's going to take a little more work than just copy/pasting and adjusting.

### Q: A lot of this stuff is only, like, half finished. What gives?

A: Yeah it's all a work in progress. I want to make sure my rules work first before expanding things too much - the more I expand now, the more work I have to do if rule changes occur. The plan is to expand things as playtesting carries on.

### Q: Can I play [insert race or class here], even though you don't have rules for it yet?

A: Probably. If you're looking to play something because you like the flavor and it fits the character you want to play, then I'll do my best to make it work. But if its something you're wanting to play because it's overpowered, then you may have to settle for something similar but more balanced. Keep in mind that, while I'm willing to add races (to some extent), I won't add any classes, as I prefer to find the abilities within the classes and make them into the aformentioned feats, skill tricks, and combat maneuvers.
Guidelines on Not Being That Guy

Here are some DOs and DON'Ts to follow to avoid being That Guy.

## What Is That Guy?

Urban Dictionary describes "That Guy" as:

"The person everyone loves to hate and never wants to become."

In the realm of RPGs, that guy is easy to pick out as the only one who has fun *because they have fun by making everyone else miserable**.***They're well known for railroading (forcing the direction of a campaign), forcing their own fetishes on others, getting mad when they don't get their way, obscene powergaming, and generally being awful.

## Some DON'Ts to avoid being that guy

1) Don't force your fetishes on people in game.

2) Don't get mad if you die within the rules of the game.

3) Don't try to manipulate the rules purely for your own benefit.

4) Don't cheat.

5) Don't allow grudges you have with other players to carry into the game

## Some DOs to avoid being that guy

1) Do be a good sport

2) Do respect the rules.

3) Do settle disputes with players out of game
Hobgoblins

Hobgoblins are an advanced race. They are large, strong, and not particularly intelligent brutes.

## Starting Stats

Hobgoblins begin with:

* +2 STR, -2 INT
* Improved Senses: Hobgoblins can take tricks and feats related to scent as if they had the animalism trait. They also gain a +2 on perception checks related to scent. This bonus is overridden by those granted by the actual scent ability, if it is taken.
* +4 save bonus versus disease
* One of the following
	+ Perception as a character skill
	+ Athletics as a character skill
* Low Light Vision
* Faster Healing - Hobgoblins heal roughly twice as fast as other races.

### The Hobgoblin Level

Hobgoblins can take one level of monstrous humanoid. They have a 1d10 hit die and 4 skill points (16 at level one) per level. This level may be taken at any time or not taken at all:
The Sorcerer

The Sorcerer has a natural grasp of arcane energy that Wizards can only envy. Any spell they learn is cast at its greatest effect. But sorcerers lack the discipline of Wizards, and the idea of writing spells down in a book is wholly alien to most of them. As such, they memorize every spell they learn, a difficult and time-consuming task. Still, a Sorcerer can usually outlast a Wizard in sheer spellpower, even as they lack the same versatility.

The Sorcerer has two versions - the Esoteric Sorcerer and the Battle Sorcerer

## Sorcerer Arcane Casting

This section details how Sorcerers gain, augment, and cast spells.

### Schools

Sorcerers cast spells from the arcane schools. To gain access to a school, a Sorcerer must have at least one cantrip from that school. Wizards gain cantrips through the Cantrip feat.

### Augments

Sorcerers gain a natural augment to their spells equal to the modifier of their primary spellcasting ability score (Charisma, by default). This natural augment is applied to any spell the Sorcerer casts.

### Learning Spells

Sorcerers must learn every spell they can cast. This means spending the skill points to learn a spell. In addition, they also know one spell per class level. Spells learned by spending skill points do not count against the Sorcerer's trick maximum, as long as they are bought on a Sorcerer level.

## The Esoteric Sorcerer

The Esoteric Sorcerer has 6 skill points per level and a d4 hit die.

The Esoteric Sorcerer variant focuses on having more skills in exchange for combat durability. Specifically, they have moderate skills in exchange for a low hit dice.

### Primary Ability

Esoteric Sorcerer use Charisma as their primary ability stat.

## The Battle Sorcerer

The Battle Sorcerer has 4 skill points per level and a d6 hit die.

The Battle Sorcerer variant focuses durability over skillfulness. Specifically, they have a moderate hit dice in exchange for a low skill progression.

### Primary Ability

Battle Sorcerer use Charisma as their primary ability stat.
The Wizard

The Wizard is the scholar of arcane esoterica. Through careful study - be it through a university, lone teacher, or solo research, the Wizard amasses spells in to a volume and picks them at his or her whim. That said, their grasp of arcane magic is not as adamant of their peers, the Sorcerer, so they tend to either specialize or generalize - which is to say they can competently work with all forms of magic, or they can only work well with a few. Wizards have excellent utility, and with the ability to learn many different spells, they seldom want for a particular effect, though it may not be as powerful as they desire.

The Wizard has two versions - the Scholarly Wizard and the War Wizard

## Wizard Arcane Casting

This section details how Wizards gain, augment, and cast spells.

### Schools

Wizards cast spells from the arcane schools. To gain access to a school, a Wizard must have at least one cantrip from that school. Wizards gain cantrips through the Cantrip feat.

### Augments

Wizards gain a natural augment to their spells equal to the modifier of their primary spellcasting ability score (Intelligence, by default). This natural augment is applied differently across different schools however; see specialization below.

### Specialization

At creation, Wizards must choose which schools are naturally augmented and which are not, and to what degree the augmentation is applied.

All schools begin with no natural augmentation, but a Wizard can apply specialization points to raise their natural augmentation. They begin with 8 specialization points. Each point can be used to raise the natural augmentation by 1/2 of the Wizard's primary ability score. A maximum of Two points can be used on a school to raise it to the full natural augmentation.

### Learning Spells (the Spellbook)

Wizards store spells in a spellbook. The book may be as large as the wizard wishes to carry around. Each spell takes up as many pages as its spell level. There is no hard limit to how many spells a book can hold. It takes time to flip between spells, however, so wizards must spend a half action to turn to a spell from a different school than the most recent one cast. Wizards must have their spellbook to cast a spell effectively.

Wizards may also learn spells by spending skill points on them. Spells learned in this fashion count towards the Wizard's skill trick maximum, but do not require a spellbook to cast, and are cast with the augments normal for that Wizard.

## The Scholarly Wizard

The Scholarly Wizard has 6 skill points per level and a d4 hit die.

The Scholarly Wizard variant focuses on having more skills in exchange for combat durability. Specifically, they have moderate skills in exchange for a low hit dice.

### Primary Ability

Scholarly Wizards use Intelligence as their primary ability stat.

## The War Wizard

The War Wizard has 4 skill points per level and a d6 hit die.

The War Wizard variant focuses durability over skillfulness. Specifically, they have a moderate hit dice in exchange for a low skill progression.

### Primary Ability

War Wizards use Intelligence as their primary ability stat.
The Fighter

The Fighter is the savvy warrior. Whether trained or self-taught, they represent a more controlled approach to combat. As such, they receive a variety of combat maneuvers as they level that do not count towards their normal limit.

There are three variants to the Fighter - The Bulwark, the Thug, and the Gladiator

## The (Default) Fighter

The Fighter has 4 Skill points per level, and a d10 hit die.

### Bonus Maneuvers

The Fighter gets two bonus combat maneuvers at level one and another at every odd level. The Fighter must qualify for any maneuvers he takes. Alternatively, the Fighter may use these maneuvers to purchase any weapon or armor proficiency feat they qualify for.

A Fighter may hold on to a maximum of one maneuver for later use.

## The Bulwark

The Bulwark has 4 Skill points per level, and a d12 hit die.

The Bulwark is a fighter variant that trades versatility for survivability. They differ from the default Fighter in that they have a higher hit dice and gain a small bonus to natural damage reduction, in exchange for a greatly reduced rate of maneuver acquisition.

### Bonus Maneuvers

The Bulwark gets one bonus combat maneuver at level one and another every four levels after. The Bulwark must qualify for any maneuvers he takes. Alternatively, the Bulwark may use these maneuvers to purchase any weapon or armor proficiency feat they qualify for.

A Bulwark may hold on to a maximum of one maneuver for later use.

### Bonus Damage Reduction

A Bulwark gains one point of damage reduction at level 4 and another every 6 levels after. These points stack with all other types of damage reduction.

## The Thug

The Thug has 6 Skill points per level, and a d8 hit die.

The Thug is a fighter variant that trades skillfulness for survivability. They differ from the default Fighter in that they have a higher rate of skill point acquisition in exchange for a lower hit dice and a bonus feat.

### Bonus Maneuvers

The Thug gets two bonus combat maneuvers at level one and another at every odd level. The Thug must qualify for any maneuvers he takes. Alternatively, the Thug may use these maneuvers to purchase any weapon or armor proficiency feat they qualify for.

A Thug may hold on to a maximum of one maneuver for later use.

## The Gladiator

The Gladiator has 6 Skill points per level, and a d10 hit die.

The Gladiator is a fighter variant that has a little bit of everything. They differ from the default Fighter in that they have a higher rate of skill point acquisition and a small amount of bonus damage reduction in exchange for fewer combat maneuvers and a bonus feat.

### Bonus Maneuvers

The Gladiator gets one bonus combat maneuver at level one and another every four levels after. The Gladiator must qualify for any maneuvers he takes. Alternatively, the Gladiator may use these maneuvers to purchase any weapon or armor proficiency feat they qualify for.

A Gladiator may hold on to a maximum of one maneuver for later use.

### Bonus Damage Reduction

A Gladiator gains one point of damage reduction at level 4 and another every 6 levels after. These points stack with all other types of damage reduction.
Skill Lists

## Alphabetical Listing

Acrobatics

Appraise

Athletics

Balance

Bluff

Concentration

Craft: Alchemy

Craft: Blacksmithing

Craft: Carpentry

Craft: Device

Craft: Sculpting

Craft: Tanning & Weaving

Diplomacy

Disguise

Escape Artist

Gather Info

Handle Animal

Heal

Intimidate

Martial Lore

Perception

Perform

Psicraft

Search

Sense Motive

Spellcraft

Stealth

Survival

Use Mystical Device

Use Rope
The Cleric

The Cleric is the devout follower, whether it be of a god (or gods), ideology, or simply a personal set of morals. As such, they are very limited in the scope of spells they can learn, and are limited to a select set of domains. That said, they have an easy time being able to cast every spell relevant to their beliefs. They can just as easily fill the shoes of a warpriest as they can a humble divine scholar.

The Cleric has two versions - the War Priest and the Archivist

## Cleric Divine Casting

This section details how Priests gain, augment, and prepare spells.

### Domains

Clerics gain the ability to cast spells by taking domains. Clerics can only cast spells from domains they have taken and from the Mystic Domain, which all divine spellcasters have access to. When Clerics take a domain as a feat, they gain that domain, its power, and nothing else.

### Augments

Clerics gain natural augments from their level, as detailed below. They also gain a natural augment from their primary ability score equal to 1/2 of that ability score's modifier.

### Preparation

Shamans may prepare as many spells as their divine caster level, plus additional slots equal to the modifier of their primary ability statistic.

## The War Priest

The War Priest has 4 skill points per level and a d8 hit die.

The War Priest variant focuses on having more combat ability in exchange for other abilities. Specifically, they have a medium base-attack bonus but low skills and they lack a level one bonus feat.

### Starting Domain

The War Priest gains a bonus domain at level one.

### Primary Ability

War Priests may use either Wisdom or Charisma as their primary ability stat. Once chosen, this cannot be changed.

## The Archivist

The Archivist has 6 skill points per level and a d8 hit die.

The Archivist variant focuses on having more skills in exchange for combat ability. Specifically, they have moderate skills and a level one bonus feat, but also have a low base attack bonus.

### Starting Domain

The Archivist gains a bonus domain at level one.

### Primary Ability

War Priests may use either Wisdom or Intelligence as their primary ability stat. Once chosen, this cannot be changed.
Spellswords Wikia

<hero description="Ruleset for the Tabletop RPG Spellswords" imagename="" cropposition=""></hero>

## Table of Contents

Classes

Skills

Skill Tricks

Combat Maneuvers

Feats

Divine Spells

Arcane Spells

Monsters and Races

## Coming Soon!

Several things are coming in the near future! In order of priority:

1. Skill Trick List - In progress, should be up in a day or two (as of 7/20)
2. Combat Maneuver List - In progress, should be up by weeks' end (as of 7/20)
3. Arms, Armor, and Other Equipment - Preliminary work done, should be done by the start of next week. (as of 7/20)
4. Updated and completed feat descriptions - Will post basic feat information in various lists with prerequisites
5. Updated and completed spell descriptions - Will post basic descriptions of spells in the list, fill in holes where spells are missing
6. Updated descriptions for Campaign races
7. Information on the Campaign setting
8. Information on Campaign character creation
9. Detailed skill information

## For Playtesters

Introduction for Playtesters

Guidelines on Not Being That Guy

## Latest activity

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Some Character Bin Wikia

## What is this?

A collection of my characters.

From characters created specifically for roleplaying engines to characters I've made in my spare time, this wikia will be a database used to record my characters' histories and interactions.

I may extend this wikia's use to the characters of those close to me, hence the general name of this wikia. If you are reading this and do not know me, you will not be able to interact with this wikia in any way.

## About me

I roleplay on the following Blizzard platforms:

* Starcraft II: Cortex Roleplay
* Warcraft III: Fantasy Life.
The Young Lion of Makuu; San Dorva's Opposition

**The Young Lion of Makuu; San Dorva's Opposition** (マクーの若獅子 サンドルバの反抗, *Makū no Waka Shishi San Doruba no Hankō*?) is the thirty-fifth episode of *Uchuu Keiji Gavan*.

## DVD releases

*Space Sheriff Gavan* Volume 7 features episodes 34-39: *Memories are Tears of Stars: a Fatherless Child, a Motherless Child*, *The Young Lion of Makuu; San Dorva's Opposition*, *The Roadshow of Resentment; The Film Studio is Makuu Space*, *The Funny Tomboy Princess' Earth Adventure Trip*, *The Surrounded Transport Corps; the Righteous Sun Sword* and *When I Returned From School, My House was a Makuu Base*.
Hill Giants

Hill giants are large giants that mostly keep to themselves but sometimes compete with Hill Dwarves for habitat.

 Starting Stats

### Hill Giants Start With:

* Level 1
	+ Hill Giant levels have a 1d10 hit die and 4 skill points per level.
* Medium Size, 30 foot speed
* Uncivilized - Hill Giants have two fewer starting proficiency feats than normal.
* Low Light Vision
* 2 Natural Armor
* Powerful Build - Hill Giants have a powerful build, and can use weapons and objects intended for large creatures. Their natural weapons gain damage accordingly.
* +6 STR, -2 DEX, +4 CON, -2 INT, -2 CHA

### Levels

The first Hill Giant level is mandatory before other levels. Speak to DM about further progression.

The statistics listed here are sufficient to describe Half Giatns at levels 1 and 2.

Bonus Giant Feat: At level 7, the Hill Giant may choose any feat in the Giant bonus feat list that they qualify for.

Large Size: Hill Giants at monster level 6 are actually of large size and gain all of the relevant benefits.
Caracas

## Description

### Gino

Caracas. Capitol of Venezuela, birthplace of the great revolutionary Simon Bolivar. Maybe they can erect your statue in Bolivar Square, riding your kaiju to victory!

### Shrubby

Caracas. Capitol of Venezuela, one of the top ten most ecologically diverse countries on earth--and the third highest rate of deforestation in South America. No way, Jose. Target acquired!

## Defensive Units

* Infantry: 6
* Vehicle: 4
* Armor: 1
* Air: 1
* Navy: 0
* Super: 0
Alfea TV Wikia

## Welcome to the Wiki

Welcome to the wiki. We’re a collaborative community website about your topic that anyone, including you, can edit. Click the edit button at the top of any page to get started!

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

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