recursal/Fanatic-Fandom huggingface dataset:
Indefinite articles

'Articles are the words the, a, and some.Indefinite articles, a and some, are used to refer to new things in the discourse. In English, the indefinite article changes to match the plurality of the noun (a cat vs. some cats) however the definite does not. In other languages, articles may change to match grammatical properties of nouns based on a complex matrix of number (singular, plural) multiplied by gender (masculine, feminine, neuter, etc.) multiplied by case (nominative, accusative, etc.). For an in-depth explanation of gender. For an explanation of case'.
Targling

**Targlings**, also known as Terrans or Humans, are a subspecies of Thean native to Earth.

## Statistics

### Abilities

Thean Breed, Adaptable, Willful Survivors, Reckless Abandon, Acclimated 1

## Abilities

Thean Breed: Targlings are a breed of Thean, and are thus vulnerable to anything that specifically affects Theans.

Adaptable: Targlings start with one additional mercenary point.

Willful Survivors: +1 Str and +1 Dex when bloodied.

Reckless Abandon: In the first round of combat, Targlings may choose to gain 1 additional action and -2 defensive Per for 1 round.

Acclimated 1
Malk'haer, the Ancient

## History

Malk'haer, the Ancient is the founder of the Ulkarak Empire (later changed to the Ulmarak Empire by Galzareeth, the Mind Stealer). There are no records outside of the Ulmarak Empire that pertain to Malk'haer's existence.

## Abilities

Master of Deception: Malk'haer has a +2 to all lie and stealth checks.

Ancient Emperor: all Ulkar have to make a DC 20 int check to disobey a direct order from Malk'haer. Other members of The Ulmarak Empire have to make a DC 18 check.

## Equipment

Crown of Ulkar: grants the user Master of Deception.
遊戲的進行

## **遊戲的進行**

### **從登錄完成之後**

完成登錄手續，創造完角色之後，玩家將扮演該角色，以Ｌｖ１的狀態，出現在「羅薩利亞」街道。

首先，移動到自己所屬國家領地的街道吧。

沒有所屬國的情況，就直接在「羅薩利亞」街上從事裝備的整理與準備，並且進行戰鬥。

移動到自國領地的街道後戰鬥，角色成長的同時，也能順道給街道帶來繁榮。

### **遊戲系統**

這個遊戲呢，每隔一段時間可以執行１次指令，是類似回合制的指令作戰系統。

下過指令之後，沒有等到足夠的間隔，是沒法做下一個動作指示的。

基本上來說，『訓練‧戰鬥』選單中，在那些戰場上可以取得經驗、金錢等等，好好地鍛練自己的角色，是這遊戲的要旨。

### **遊戲的進行**

地圖上還存在著許多其他的街道，與其他國家的玩家通過戰爭手段，襲擊街道取得領地控制權，最終達成統一天下的目標。

為此，為了不輸給其他的玩家，鍛煉是必要的！

為了戰爭勝利，強化街道軍備、購買裝備品等等，儲蓄資金也是必要之事！。

總之，先進行訓練、戰鬥，讓角色等級上昇、大量儲蓄資金用來購買裝備或是捐獻給國庫之類，都是目前急切需要做的吧。

### **遊戲中的問題解決**

在遊戲之中，必定會遇上「轉職選擇的困擾」「職業與裝備、屬性、附加特技的搭配」......等等問題。

為方便玩家釋疑，除了查閱本說明書之外；在遊戲介面裡也設有Chat留言頁面、即時聊天室，可供留言求解答或建議。

**在發言時，請保持您的風度，保持愉悅的心情是很重要的。**
Goron

## Abilities

Slipfield: 2 soak, +5 defensive Per, and +2 Defensive Dex.

Sadistic Glee: Goron get +2 dmg, +2 critical hit rating, and +2 to hit against bloodied targets.

Bite: Str vs Dex, 1d8+4 dmg.

Butchering Claws: Str vs Dex, 1d6+1 dmg,

Cleave

Goron Burst Pistol: Per vs Per, 1d4d4+7 dmg, R15.

## Biology

Biologically, the Goron are massive, robust, four-armed bipeds prone to obesity. They have small, colorblind eyes and huge, powerful jaws, originally evolved to crush bone. Goron have very slow metabolisms, accounting for their obesity and allowing them to store calories over decades. Goron live around three hundred years, and they tend to grow their whole lives so that elders of the species are truly massive.

## Culture

Goron go to great length to appear regal and resplendent, covering themselves in gold and trinkets and living in gilded throne rooms. Goron are all born into noble families based on the crown worlds, and they are seldom known to venture far from home. Even exiled or imprisoned Goron are kept on relatively well-kept penal planets where they are allowed to live in comfort. Each Goron noble is perpetually attended by a vast group of servants, entertainers and bodyguards, plucked from the choicest slave races.
Katucautus (species)

The **Katucautus**, otherwise known by their proper name Νοημοσύνη (pronounced Noimosýni), are the primary members of the LEX-affiliated faction, the Katucautus.

## Statistics

### Abilities

Inconspicuous, Parasitic Greymatter, Tiny, Stinger, True Flight

## Abilities

Inconspicuous: Whenever an enemy of Small or larger size would become aware of a Katucautus, either through observation or because they have been hit by a Katucautus’s ranged attack, the Katucautus may immediately make a reactive stealth check with +2 to the roll as a free action.

Parasitic Greymatter: For 1 action, a Katucautus may take 1d4-1 dmg that ignores Soak and get +6 Intelligence for 2 rounds.

Tiny: All armor must be specially designed (-20 credits from the cost, but increase the availability by 4). Katukautas cannot use any armor except Light Fiber Armor, Fiber Armor, and Microwave. They cannot use power armor. A Katucautus may only wield one-handed weapons, which must be specially designed (-20 credits from the cost, but increase the availability by 4. Makes the weapon two-handed, and only wieldable by a Katucautus or other Tiny creature).

Stinger: Unarmed basic melee attacks have Dex Venom 1.

True Flight: Katucautus have the Fly rule, and may stop and hover in mid-air.

## Factions

Katucautus are found almost exclusively in the faction that bears their name, the Katucautus, which is considered to be part of LEX.
C21

C21 is the home system of the Meldor. It has six major planets and is primarily inhabited by the Meldor. It is currently uncontrolled by any major faction, and its original inhabitants, the Meldor still live there. All of the terrestrial planets have some form of inhabitants, and C21 has dealings with LEX and Katucautus. (Even though it is not controlled by them.)
Rixon

## Rixon Basic Abilities

Skittish: +1 defensive Dex and Per.

Pack Hunters: Whenever a Rixon attacks in melee with at least two other allies, it gets +2 to hit.

Bite: Dex vs Dex, 1d4 dmg (+1 dmg for primitives).

Kill Order: For 2 actions, a Rixon may increase the critical hit rating of every primitive in its pack by 1.

Pack: When a player makes a Rixon, they create one normal Rixon Basic which functions in all respects like a standard character. They also create two Rixon Primitives which start with no mercenary points, do not level up, and cannot wield weapons. Every odd number level, a Rixon player adds one additional primitive to their pack, up to a maximum of 8 primitives. Each can be fitted with an auto-firing pistol with 10 Per. Creating one of these rigs costs 30 credits, and the rigs can be recovered from the bodies of dead primitives. A Rixon can replace dead primitives by incubating new ones, each of which taking one game day to reach maturity. If the Rixon itself dies, the primitives will follow the orders of the party with relative fidelity (GM’s discretion). One primitive will always try to consume the corpse of its creator. If allowed to eat the fallen Rixon’s brain, this primitive will fall unconscious in 1d4 rounds and pupate for 1 game day. When finished the primitive will burst open and die, revealing a fully functional adult Rixon Basic of the same level and with all the memories, stats, and skills of the Rixon consumed previously by the primitive.

## Rixon Primitive Abilities

Pack Hunters: Whenever a Rixon attacks in melee with at least two other allies, it gets +2 to hit

Bite: Dex vs Dex, 1d4 dmg (+1 dmg for primitives)

Pack: When a player makes a Rixon, they create one normal Rixon Basic which functions in all respects like a standard character. They also create two Rixon Primitives which start with no mercenary points, do not level up, and cannot wield weapons. Every odd number level, a Rixon player adds one additional primitive to their pack, up to a maximum of 8 primitives. Each can be fitted with an auto-firing pistol with 10 Per. Creating one of these rigs costs 30 credits, and the rigs can be recovered from the bodies of dead primitives. A Rixon can replace dead primitives by incubating new ones, each of which taking one game day to reach maturity. If the Rixon itself dies, the primitives will follow the orders of the party with relative fidelity (GM’s discretion). One primitive will always try to consume the corpse of its creator. If allowed to eat the fallen Rixon’s brain, this primitive will fall unconscious in 1d4 rounds and pupate for 1 game day. When finished the primitive will burst open and die, revealing a fully functional adult Rixon Basic of the same level and with all the memories, stats, and skills of the Rixon consumed previously by the primitive.
Gribon

The **Gribon** are a powerful species traditionally associated with the Gorax.

## Abilities

Quad Grip: Gribons have 4 arms, all of which can wield weapons. However, Gribons may not use any modifiers and get -2 to hit with any additional attacks or checks that could not be performed with only two arms. Additionally, Gribon with the “Pummel” trait may make 4 basic melee Str attacks for 1 action.

Firm-Fingered: +2 to climb checks. “Quad Grip” activates on any ranged weapons used while climbing.

Regen 1
The Rift of Bith

The Rift of Bith is a vast, physically impossible event horizon in the far western reaches of galactic space. It is not only the heart of Pulpus civilization, but also the largest psionic hub in the galaxy, accounting for literally one hundred percent of the Milky Way's Eldritch energy. Very Little is known about the pseudo star system that surrounds the rift, or indeed the rift itself. Scholars believe the Pulpus homeworld to be the only true planet in orbit around the event horizon. The rift's other satellites are colossal, planet-sized constructs of otherworldly rock and machinery, upon which vast Bithian civilizations flourish, raised beyond biological understanding by the eldritch energies that radiate from whatever dimension lies beyond the event horizon.
Meldor

## Abilities

Scatterbrained: When talking to creatures with less than 15 intelligence, those creatures must make a DC 10 int check to understand

Slowing Limbs: Meldor get -2 to rolls for moving quickly

Marksman: Meldor get +1 to hit with either combustion, plasma, or laser weapons

Meldor must breathe hydrogen to survive.

Meldor have no emotions.

## Special Equipment

Meldor venturing off their homeworld will usually carry some sort of rig for breathing hydrogen, which when disconnected, will kill them after a number of rounds equal to their strength mod.

## Homeworld

Meldor originated on the coasts of the planet Biophus in system C21. Biophus is a world covered predominantly in oceans and ice. That which is not covered in some form of water is mostly sand and dirt; little stone can be found above the surface. Although Biophus used to be a fairly normal planet, its Meldorian inhabitants tunneled for centuries to create a complex tunnel system where most of their activities take place.

## Factions

Meldor are present in most major factions, but are concentrated primarily in LEX and Katucautus.

## Culture

The Meldor is a race that is highly logical and members of which usually keep to themselves. Meldor usually do not hold to opinions, they will accept whichever ideas seem most factually correct. Meldor do not value looks highly either, they build things solely for functionality, leaving most of their creations without color.

Though they are incredibly good at reasoning, Meldor have incredibly convoluted though processes, leaving much of their talk unintelligible when they are saying more than a simple sentence. Their lack of emotion does not help their case in diplomatic situations; having a conversation with a Meldor is like chatting with a badly optimized computer.

Meldor are not all bad, however. They are well trained from a young age and can wield a firearm most effectively, they are incredibly intelligent, and they have turned entire planets to their desires. Their government system, though over a normal populace would collapse, works quite well, as Meldor mostly come to the same conclusions from widely accessible data.
Galzareeth, the Mind Stealer

## History

Galzareeth is and has been the emperor of the Ulmarak Empire for all of their recorded presence in this galaxy. It is unknown if Galzareeth is one individual, or a name passed down to give the illusion that the emperor is immortal. Recently, Galzareeth has vanished. It is unknown if Ulmarak are aware of his location.

## Abilities

Master of Deception: Galzareeth has a +2 to all lie and stealth checks.

Master of the Va’ulmen: Galzareeth can channel the psyches leeched by the Va'ulmen Grubs when hooked up to the Va'ulmen Generator.

## Equipment

Crown of Ulkar: Grants the user Master of Deception.
Lobotomize

**Lobotomize** is an ability unique to Delta. A Delta must perform or instruct the performance of a particular surgery on a Thean to prepare for possession. This surgery requires a DC 15 Int check and takes 2 turns. Once the Thean victim is lobotomized, the Delta may latch into their nervous system, permanently destroying their consciousness. Once Latched, the Delta uses the Thean's Str, Dex, Per, HP, and Size stats, but keeps its own Int and Psi. Its Cha stat becomes the Thean's base Cha + its own Cha mod. When its Thean is killed or for 1 action, a Delta may detach from its host's body and perform a move action, returning to its original stats. If performed in melee combat, this does not provoke an opportunity attack. When hit with a Crit on a 20, roll mutilation. If the head is mutilated, the Delta is immediately detached.
Critical

A critical (crit) is usually when on a die, a *natural* 19 or 20 is rolled. However, in some cases abilities or certain weapons can cause criticals to occur on lower numbers. Criticals will in most cases cause an automatic success. When a critical is rolled on a weapon attack, the damage is doubled in the case of a 19, or double maximum in the case of a 20 (this does not apply for heavy weapons though). Weapon criticals will also destroy the armor of the victim if the armor is one that gives an hp bonus. Criticals, when rolled for something other than a weapon attack, will often cause something more to happen than was originally intended.
Privateer Skill Tables

Strength:

 2A- Unrelenting: resist stun 2
 3A- Fortitude: 1 additional soak
 4A- Iron will: soak 3 against psi attacks
 5A- Unbreaking: gain soak 5 when bloodied

Dexterity:

 2A- Counter-Strike: when a foe misses in M, make a basic M atk against them
 3A- Disarm: Dex v Str- throw a foe’s M weapon 5 away
 4A- Unexpected: You get an ambush bonus to hit all foes when entering M combat
 5A- Quicksilver: foes get -2 to hit in melee

Intelligence:

 2A- Innate understanding: +2 dmg with atks that go against stats in the foe’s “profile”.
 3A- Vivisect: if you have killed a foe of a specific species, you gain +2 dmg against all members of that species
 4A- Vulnerability: +2 crit hit rating against all foes with a fully recorded profile
 5A- Shared weakness: Allies get +1 crit hit rt against foes with a fully recorded profile

Perception

 2A- “Duck!”: foes get -3 to ambush caster and any ally within 10
 3A- Without warning: If the caster is unseen, they may fire a ranged weapon without compromising stealth
 4A- Espionage expert: +2 to tech, hiding, climbing, ambush, and falling checks
 5A- Operative: +2 to all tech, hiding, climbing, ambush, falling, environmental, diplomatic, interrogation and per checks

Psionics

 2A- Dissipate: Remove 1d6 dmg from a psi atk that targets caster
 3A- Deny: if you know the foe’s psionic discipline, gain soak 3 against their psi atks
 4A- Confine: psi vs psi interrupt- If a foe crit fails a psi atk, it becomes a crit that targets them
 5A-Backlash: psi vs psi interrupt of a foes psionic power if it crits- deal half crit dmg to the foe

Breeding Project

 1: +3 HP
 2: +2 HP, +1 soak, +1 str
 3: +2 str, +3 HP, +1 soak
Quad Grip

Creatures with **Quad Grip** have 4 arms, all of which can wield weapons. However, they may not use any modifiers and get -2 to hit with any additional attacks or checks that could not be performed with only two arms. Additionally, creatures with the Pummel trait may make 4 basic melee Str attacks for 1 action.
Cyborg

Creatures with **Cyborg** count as a machine for the purposes of all weapons and abilities that affect machines. They do not receive any stat changes to Str, Dex, or Per from any consumables, and cannot be healed with med-kits or psychic powers. Instead, any creature with this ability can be healed (or heal itself) for 1d4+1 with a DC 14 engineering check, or for 2d4+2 with a DC 18 engineering check. Additionally, all implants must be taken as cybernetics.
Rauro

## History

Many generations ago, a bomb was set off that ended most life on Rauro and contaminated all surface water.

## Climate

Ever since the bomb went off, the surface of Rauro has been a wasteland. The first 300 Meters of rock down from the surface is called the "Dead Zone." Below that is the "Growth Zone."

### The Surface

The surface is mostly desolate, villages are located near chasms that go as deep as the Growth Zone. There is no vegetation on the surface. All the oceans on the surface are dried up.

### The Dead Zone

The Dead Zone has no fertile soil and is mostly rock. The water here is contaminated and fatal if ingested. The only plant-life here is Sun Roots.

### The Growth Zone

The Growth Zone is the area that was unaffected by the bomb. There are vast expanses of clean, fresh, water here and lots of vegetation. There are many villages that are located completely underground. Most of the Growth Zone is jungle or marshland. The Sun Roots absorb the suns rays from the surface and shine it down here, enabling the abundance of life found here.
Imalzaso

### Abilities

Aquatic Heritage, Cold Adjusted 2, Master Traders, Underworld Connections, Tentacle Beard

## Abilities

Aquatic Heritage: Imalzaso can last twice as long underwater as most non-amphibious species and gill augments on Imalzaso cost half.

Cold Adjusted 2.

Master Traders: Imalzaso use Int instead of Cha for diplomacy and intimidation checks involving money.

Underworld Connections: Imalzaso have +1 availability on the black market.

Tentacle Beard: Imalzaso have face-based appendages that cannot wield weapons.

Role: Choose one of the following roles during character creation:

* Finder: +2 Per, +1 Dex
* Hider: +2 Dex, +1 to crit chance with guns from stealth
* Thinker: +2 Int, +1 Per

Specialty: Choose one of the following specialties during character creation:

* Trader: +4 to diplomacy checks involving money
* Hacker: starts with the Hacker skill
* Scholar: starts with the Scholar culture trait
Size (Galaxy Raiders)

There are five different size categories for creatures in Galaxy Raiders:

 Small
 Medium
 Large
 Huge
 Gargantuan

## Equipment

Size small, medium, and large creatures can all use standard equipment, other creatures have alternate rules.

### Tiny Creatures

All Armor must be specially designed (-20 credits from the cost, but increase the availability by 4). Tiny creatures cannot use any armor except Light Fiber Armor, Fiber Armor, and Microwave. They cannot use power armor. A tiny creature may only wield one-handed weapons, which must be specially designed (-20 credits from the cost, but increase the availability by four. Makes the weapon two-handed, and only wieldable by a Tiny creature).

### Huge Creatures

All Armor must be specially designed (+20 credits to the cost and increase the availability by 4). A huge creature may wield two-handed weapons as if they're one handed.
Memzitone Tree

## History

The memzitone tree evolved in the jungles of Biophus, one of the most successful species there. The trees were brought to other planets and environments by Meldor for the use of their nuts as an ingredient of nafaqo, the staple of their diet. Because memzitone trees have aggressive root systems, some planets has their original ecosystems destroyed and replaced by memzitone trees.
Akkedis

## Abilities

Amphibious: The akkedis take an additional point of damage from fire based attacks, and can swim.

Edible: Can be eaten

Slash: Basic melee, dex vs dex, 1d6 + str mod dmg

## Behavior and Biology

Akkedis live in colonies with 6-36 members. Akkedis colonies live in caves by the ocean and will defend their home if threatened. They primarily eat mosses, small creatures, grasses, and fungi, but will fish if food is scarce. When a colony has extra food, they will store it at the back of their cave. Because of their large size, (3 meters long and 1.3 meters tall at the shoulder) akkedis are not usually bothered.

An akkedis has 2 red eyes sunken into the sides of it's head and a long snout full of sharp teeth. They can breathe the air and survive underwater because of the possession of both gills and lungs. Other than sight, an akkedis has 4 senses, hearing, smell, touch and electrosense, which are all carried out by 2 sensitive structures protruding from the side of the akkedis's body. (Except touch, which is registered along the entire body.) These structures are comprised of a mass of skin, muscle, and nerves stretched over a frame of cartilage in the shape of almost an ear. Their brains are not well enough developed to allow them sentience. They are much like lizards except that they are warm blooded and have thick layers of insulating fat.
Nafaqo

Nafaqo is a "food" mainly eaten by the Meldor. It is made from bioengineered Memzitone nuts and a mix of chemicals which combine together into a protein-rich compound of which a cup meets the daily nutrient needs of a medium sized creature. For a large creature, 2 cups are needed daily, and for a small creature, a ½ cup is needed.
Culbit

## Ranching Guide

The Culbit are a very easy to manage, they are low maintenance livestock with a 50 credit value at full size (210 pounds) but can be used for cheap armor and weird medicines that don't work well. To raise your herd of  Culbit you should give each Culbit about 200 square feet minimal of rich soil. The best soil for Culbit is a moss and granite gravel filled with worms and small bugs. Culbit need water every 8 days and should receive about 3 gallons, pour the water directly on top of the shell. In the case of the Bite pour a mild acid onto wound.

## Uses

Culbit have shells which are known to be used as armor by the Gritch, and their flesh is nonpoisonous and protein rich, used for cheap foodstuffs.

## Behavior and Description

Culbit can be easily mistaken for a round rock, living most of their lives half submerged in the ground, hardly moving at all. In fact they are so stationary that an orange fungus known as the bite lives in the cracks of their shells. Fully grown culbit are 4 feet long and 2½ feet wide. Culbit evolved alongside Gritch and gritch often raised culbit for Culbit products.
Thrid

## History

Thrid were discovered in the GP days soon after the discovery of the Ikhow.

## Description

Thrid are like pests, except on the planetary scale. It is currently unknown how Thrid get to new planets or where they came from, though there are several theories. Thrid hives are structured in a sort of hive mind that over time, evolves. This evolution is describable by tiers, which as they increase, the number of Thrid as well as their variety increase.

### Tier 1

A tier 1 invasion is the first stage that a hive goes through. At this point, it is relatively easy to destroy the hive which is not excessively destructive. A tier 1 hive contains Swarmers, Crushers, Spinebeasts, and Reproductives.

### Tier 2

Once a Thrid hive reaches tier 2 classification, the threat is generally considerable enough for the local governments to take note. A tier 2 infestation is usually the last point that a small band has a chance of winning. Tier 2 infestations contain the tier 1 Thrid as well as Adapters, Bursters, Defenders, and Drones.

### Tier 3

Tier 3 infestations are considered large threats, and planetary governments may call out for help from LEX in handling them. Tier 3 hives consist of the aforementioned Thrid as well as Masterminds, Mind Guards, and Operators.

### Tier 4

When a hive reaches tier 4, it becomes effectively impossible to handle. At tier 4, a Thrid invasion has reached its ultimate state, now with Ruin Walkers, Sky Maws, and Siege Crawlers. The creatures in a tier 4 invasion are extremely difficult to handle alone, but in hordes, are nearly impossible. Most planets with tier 4 infestations are just abandoned as the hives are much too difficult to destroy.

## Pictures

Sky MawMind GuardSiege CrawlerRuin WalkerOperatorMastermindDroneDefenderBursterAdapterSwarmerSpine BeastReproductiveCrusher
Trophy Making

Creatures with **Trophy Making** may create a trophy out of any body part that can be preserved with a DC 15 Psi check. These each provide different bonuses. Only one trophy may be active at a time, but a creature with this ability may possess all three. It takes one action to switch trophies.

### Trophies

* Scalehide Trophy: +2 soak
* Wrathblood Trophy: gain +2 Str
* Windclaw Trophy: gain +2 Dex
The Hanolice Republic

## History

The Hanolice Republic was conceived by Kyorvek, a distinguished philosopher and cultural scholar from the Planet Malros Prime in the Andromeda Galaxy. Although her ideas were not implemented or even widely accepted until after the planet-wide war in which she was killed, she was granted the honorable title of "Tha" when the  Malros High Council decided to model their new government off of her ideas. Upon its foundation, they immediately began making preparations to invite the Tosken, denizens of the neighboring planet of Covstek, to join their Republic. With the help of the Tosken's affinity for psionic interface with technology and the records found in the various Protean Ruins in the system, the Hanolice were able to utilize the Stellar Gate in their system to leave their system and find new peoples to welcome into their Republic.

## Government

The Hanolice Republic is a Representative Democratic Ethocracy. Each planet has a number of representatives that serve on The Hanolice Senate based on their population. The Senate determines what issues the Republic is facing and attempts to discern all the major arguments for the issues based on the facts available and what values support each belief. Than the entire Hanolice populace votes on how important each of the relevant values are to them and a decision is made on how to deal with the issue based on how many people support which value. If possible, they will apply the decision to each planet differently based on the values they selected, but–when necessary–they will apply a law to all of the republic based on the most widely agreed upon cultural values.
Ulkar

## History

The Ulkar are the founding race of The Ulmarak Empire and is believed to be the only race in the empire to come from their home galaxy. Because of their small numbers, true Ulkar are rarely seen. Ulkar primarily send out Karak Drones to represent them on the field.

## Abilities

Minds of the Va’ulmen: Ulmarak races have no psionic presence. Attacks made on an Ulmarak race vs psi are instead vs int with a +2 to hit. Ulmarak can not make psi checks or use any psi abilities.

## Faction

The Ulkar are the founding and ruling race of the The Ulmarak Empire (although they only make up a small portion of their ranks).
Zentu

## Description

Offered as a companion by fellow Nexori to the mercenary group known as the Golden Blades. Zentu is known as a Holy figure in the religion Known as Amicism or Videnism, led by the Gritch Yiggy Splardgust of the well known mercenary group, the Golden Blades.

## Equipment

-Flak Armour

- H.H. High Bore

-10 Trip mines

## Amicism/Videnism

Videnism is a growing religion with incomplete Sacred Texts. Its Growth and development is led by Yiggy Splardgust and is supported by Zentu's disciples, The Golden Blades.

Sample Texts

First paragraph of *Liber de Amicus*

In the beginning, there was ZENTU

and that was good

and with his H.H. High Bore, he shot the stars into existence

and that was good

and from the stars was the planets

they were barren so ZENTU fashioned life out of his flak armour

and with his trip mines power, he gave them life

and that was good

*The Gritches Fatal Fault, A Viden Fable*

"Now in the time he was here

Our prophet met a noble Seer

A Gritch at birth, carried by fate

Taught our Lord the Viden’s Trait

Now Gritch was called by fellow Blades

Oh, how the stars sing their praise.

‘Tis time to leave simple Nexor,

Off to mighty Lexor.

While he left ZENTU stayed,

Only to be preyed

By deaths blackened blade.

Foolish Gritch now saw

His fatal flaw.

To repent, he lost his eyes

He now saw beyond all lies.

With this wisdom,

He now said,

'One who feeds their friend to death

Is one who is left bereft.'"
Size (Disambiguation)

**This article is a disambiguation page for Size (Disambiguation)**

The following is a list of links to pages that might share the same title.

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

Size (Galaxy Raiders)

Size (plants)

Size (Evolution)
Evolution Plant Adaptation Charts

-Plants start out with 5 population in one forest, which is symbolised by a tree on the map. Each forest has its own population.

-If preyed upon, a forest loses population equal to the population of the attacking herbivore. If more than 10 population is taken in any one turn, the forest loses 1d4 tree symbols

-All plants with size 15 or more have a Biome; this means that, when preyed upon, population lost from the Biome rather than the plant. Biomes start out with 3 population, and gain 1d4 every turn- their population can never exceed that of the plant, unless it is titanic- in which case the Biome population can reach double that of the plant. Each forest has its own Biome with its own population, but the pop gain rolls for these can be shared. If a Biome is reduced to 0 pop, it does not die- it simply cannot reproduce for 1d4 turns. Predators can also prey on Biomes.

### **Adaptation Descriptions**

**Spread**- Gain 1 population for each forest and add 1 tree to each forest. +1 on both of these for each upgrade

**Seeds**- Create a new forest at least 5 inches away from all other forests with 5 population and 1 tree icon

**Fruit**- Gain 1d4 adaptations from each predation made upon you

**Flowers**- Gain 1d4 adaptations every time you reproduce

**Size**- Gain 2 feet in size for each upgrade.

**Titanic Size**- Gain 100 ft for each upgrade. You cannot lose population from creatures that are 100+ ft smaller than you (but your biome can)

**Spines/barbs**- lose 1d4 less population from each predation

**Revival**- 50% chance of gaining 1d4 population when a tree icon is destroyed

**Healing**- Predation on your plant cures 1d4 infected population. Your plant can cure 1d6 of its own infected population every turn

**Lifeblood**- Predation on your plant cures 1d8 infected population. Your plant in immune to all disease

**Armor**- Lose 1d8 less population from predation for each upgrade put into armor

**Aggressive Root Systems**- Your forests have no Biomes. Additionally, other plants overlapping with your forests lose 1 population per turn

**Break Cell Wall**- Your plant counts as an animal with population equal to your current population count. Forests are removed. You have all of your plant adaptations, and any diet you choose. In addition, you may instantly convert 8d6 used adaptations into stored adaptations. You must select adaptations from the creature chart from now on
The Golden Blades

Home Base
Yiggy Splardgust

The Golden Blades is a successful mercenary group employed by The Phagus of Roth that has partaken numerous missions throughout its career. The Golden Blades rose to notoriety after an encounter with a tier 6 Thrid hive.

## Party Members

The Golden Blades included many legendary adventures such as...
Standard Galactic Time (SGT)

PST = Pre Steller Travel

SGT = Standard Galactic Time

## The Age of Exploration

5000PST-0 SGT

* Starts when the Vanon become a space-faring civilization
* Vanon and Yiedden meet

## The GP Era

0-1000 SGT

* Starts when Teldrue Yezwinn founds The Stellar Officiator's Guild,
* 500 SGT Vermice Yezwinn begins construction of LXP1 EK4T X
* Ends with arrival of the Componaut

## The Age of Sovereignty

1000-1500 SGT

* The first Great Crusade of Bith
* 1067: Gorax founded
* 1080: Coreshar founded
* 1300: The GP dissolves
* Remaining Vanon and Yiedden retreat to Keldu

## The LEX Era

1800-2000 SGT

* LEX is completed; quickly becomes the central power in the galaxy
* Ulmarak arrive and begin bringing order to crime-ridden worlds
* The Inzarev begin to gather data about the Milky Way
* First Galactic Conference; discovery of Dark Segment
* End when LEX fully cements itself as a galactic superpower

## The Utopian Era

2000 SGT-present

* Alliance between Coreshar and Ulmarak fractured
* Ikhow Armada established
Nexori

Introduction

## Abilities

Tribal Background: -2 to tech checks. Start with the Primitive Weapons skill.

Wilderness Warriors: +1 defensive Per while in cover. +2 to climbing checks.

Psychic Apotheosis: When a Nexori is below 0 HP, their Psi stat becomes 20 and they gain the Telepathy abilities Thought Steal and Scramble Mind. Nexori may use these powers while unconscious as if they were conscious.
Dark Segment

**The Dark Segment** is a single-species faction that is inherently hostile towards any and all known peoples.

## Relations

The Inzarev are thought to have a possible connection to Dark Segment, but the validity of this claim and the extent of this possible connection is unclear.

## Technology

Dark segment technology generally has one of three uses: survival, surveillance, and annihilation. For an unknown reason, the strange humanoids that comprise the dark segment have inherently unstable biology. This requires them to graft extensively. The Dark Segment's carbon smiths create their impossible Voidcraft spaceships, which have unrivaled stealth, and the mind-boggling ability to tesseract. The biotech of the Dark Segment is one of LEX's best-kept secrets. Trillions of credits worth of research are expended in vain attempts to understand this faction's deadly Bio-Composite horrors. A Dark Segment invasion begins when carbon-sealed capsules are launched, missile-like, into the target station, garrison, or town, where they explode into a protein-rich mucus. Any exposure to this mucus by a living organism can infect it, turning it into a factory for manufacturing the composite. In a process that can take minutes, to hours, to days, the host is metamorphosed into an organism that is perfectly adapted to killing the beings of the invaded world. The composites always seem to mysteriously disappear after they wreck their slaughter. Some speculate that they are stealthily picked up by Voidcraft, while others believe that they enter a state of dormancy on the planet's surface.

## Planets

### Homeworld

Through remote inspection of the runes and sigils etched onto the carbon hulls of Voidcraft, LEX scientists have determined that the entirety of the Dark Segment occupies one planet which, when best translated, is named Ark's Lumen.

## Roleplay Notes

Only LEX really has any functional knowledge of the Dark Segment, but if you want to include a Bio-Composite in your campaign you could easily have some "old soldier" type Merc or LEX marine that has been on planet/in base during an attack. Just make it clear to your party that it is not plausible to destroy a Voidcraft, nor is it (currently) possible to get to Ark's Lumen.
Ghethen

Ghethen is the outermost moon of Biophus. What really separates Ghethen from Kharak, Biophus's inner moon, is that Ghethen naturally had life on it. It has a thin atmosphere and has ponds and lakes dotting the surface. Around and in the water, there are small pockets of life, mosses and microbes. Ghethen offers too few natural resources and orbits too far out to be of much use, it even has a gravity much higher than its inner cousin, Kharak, leading to it not being a valuable connection for the Meldor to the outside universe.

## Climate

Ghethen has a harsh climate across most of the surface, with temperatures which regularly drop below 0º C (32º F). The only reason that life could occur on Ghethen were the thermal vents dotting the planet's surface. These vents carried up hot gasses from the core which melted the ices in small areas, creating pools and ice caves which reached temperatures capable of sustaining life. The atmosphere is extremely thin (1450 Pa average at ground level) and does not keep in heat well or have enough gasses to support most life other than simple bacteria and small moss-like bacterial mats.

### Ice caves

In the ice caves of Ghethen, there exist more complex lifeforms. They breathe the gases from vents in the bottoms of the caves through pores and eat bacterial mats, making them seem very similar to slugs. The ice caves are fairly well insulated from the outside world with temperatures usually at 4º C, similar to that on Biophus, its planet that it orbits.

## History

Ghethen was originally seen as an opportunity to connect the buried oil to trade routes as one of Biophus's exports, but it was discovered that the oil created by bacteria on Ghethen contained a strange compound which kept it from being turned into plastic or other useful materials and caused it to give off a chemical that sterilized most things on being burned. At this discovery, obtaining oil from Ghethen was forgotten and investments into the planet became more targeted at making it into a habitable world to keep overpopulation from becoming too large of a problem on Biophus. Soon after that started, a new way of interstellar travel was revealed to the Meldor and that was abandoned too. Currently Ghethen has very few creatures on it other than what originally evolved there.
Massive Frame

Creatures with **Massive Frame**are incredibly bulky, even for a creature in their size category. When purchasing armor or power armor, they must pay 150% of the item’s usual cost. Additionally, when purchasing a shoulder mount implant, they may mount a rifle or submachine gun. If this is done, the weapon only fires at Per 10.
Hex Stone Carving

**Hex Stone Carving** is an ability unique to Maga-Thiem. With a DC 15 Psi check, a Maga-Thiem can create a hex stone, which can be consumed as a free action to add 3 damage to a psionic attack as it is being cast. Only one hex stone may be used on a single psychic power. A Maga-Thiem may only have three hex stones at a time.
Psionic Tables

**Psionic Tables**

Each Discipline has 3 powers of each of its 3 tiers, for every psyker level, a psyker may choose 1 power of its level or below to learn. All Psychic attacks are psi vs psi unless otherwise stated. Blessings (powers which target allies) and curses (which target foes) last 1 round unless otherwise stated. Psykers start with 2 powers either from 1 table, or from a “mancy” table and a “nesis” table.

**Pyromancy**

 T3: Ion Beam: R40, 1d10+2 damage

**Telepathy** **(Mancy)**

 T2: Mindtap: Thoughtsteal 2d4 thoughts with one cast
 T3: Mind Tap: +5 to Dc- gain access to the entirety of the target’s mind

**Examancy**

 T2: Flux Beam: Psi mod +1 dm, R15, beam
 T3: Flux Blast: Psi mod+3 dmg, R15, blast 5

**Telekinesis**

 T2: Crush: R20, 2d10 dmg
 T3: Quake: R10, blast 10, 1d4

**Psychokinesis**

 T2: Absorb: caster/one ally within 10 takes 1d6 less dmg from psi attacks
 T3: Banish: Disable 1 spell in an enemy psykers selection, R20

**Dominesis**

 T2: Flicker: caster gets +2 dex and +1 per
 T3: Levitate: Caster floats in the air and does not take falling damage

**Eldritch** (Must be acquired via Rift contact/Special favor)

Summoned Creatures: The summoner must make a psi vs psi check against each of his/her minions once every round. If this check is failed, that being will return to the rift.

 T2: Ripway Teleport 10 and make a M attack
 T3: Aether breath: Trait: Caster does not take falling damage
 T4: Voidwalk: For both actions, may walk through 1 wall or barrier
 T5: Void touch: Trait: M attacks count as Psi attacks
 T6: Physical Transience: The Caster may not cause damage with or be damaged by non psychic attacks (1 action)
Guns

“‘NOW LISTEN UP YOU THRID-TURDS!’ Training commander Foturil bellowed to the shocked masses. The crowd snapped its attention away from the dead and dying that had just been ejected from the Kill-House. ‘Do  you wanna know how you can be like that pile of scrap and pure determination over there?!’ He pointed to the last living squaddie in the group, a Cyph with numerous wounds, who seemed to be alive by the power of spite alone. The crowd nodded in shocked silence. ‘You find the right weapon, you learn how to use that weapon, and you die holding that weapon! That being said, remove whatever they used!’ A few more lackys rushed the Cyph of to the med bay as the gun model it used disappeared from the selection. Many faces fell at this, even more so when the commander started calling out names for the next group in...”- Footage from the Void Jumpers training regime.

## Types

Combust - Gunpowder fueled solid slug weapons. mix of die and flat dmg

Laser - High intensity beams of light. flat dmg

Plasma - Super heated gas. all dice dmg

Gas/Air - Darts and other means of toxin injection. Low dmg and status effects

Sonics - Sound waves that disorient foes. Low dmg and stun

## Manufacturers

CF= Caltis Forges (Combustion)

AT= Anvil Tech (Laser)

ZI= Zenith Industries (Plasma)

TO= Tolith Oddities (Gas&Sonic)

## Assult Guns

Pistols can fire twice rifles or other only once

## Heavy Guns

Heavy guns can only fire once per turn

Heavy guns DO NOT deal 2x dmg on crit
Thrimm

**Thrimm** are a biological simplistic species with incredibly high latent psionic potential.

## History

Little is known of Thrimm history prior to their discovery by the Galactic Proletariat, as they kept no written records. Race isolation by the GP was uneventful, and it was only in the Proletariat's final years that the Thrimm began to realize their true potential in the galactic community. What little organization they had dissolved along with race isolation, and they became a wide-spread, highly individualistic species with little to no shared cultural values. Today they can be found in most factions, often serving as diplomats or psychic specialists.

## Abilities

Psychic Excess: During their turn, a Thrimm may cast Static Spark (Psi vs Per, R15, 1D6 dmg) for 1 action.

Hover: Thrimm hover 1 range off the ground and use their Psi mod for jump checks. They cannot take falling damage unless they are below 0 HP.

Psionic Beacon: Without a dampening device, Thrimm can be detected automatically by all psykers within R10.

## Homeworld

Thrimm are a widespread species that can be found on many worlds. Their homeworld, Grusith, is a young planet with warm, shallow seas and a thick atmosphere. The native animal life is astonishingly simple; the planet has yet to develop anything resembling a chordate.

## Biology

For such intelligent and psychically powerful beings, Thrimm have shockingly rudimentary biology. Their simple refining gut system is enclosed directly in fats and muscle tissue, with no defined body cavity. They have two chitin-jointed arms with opposable thumbs, and their bodies are boneless, composed entirely of fat, muscle and distributed nerve tissue. They have two eyes at their primary nerve hub at the top of their head. Thrimm are by far the most advanced life forms on their homeworld. Their closest genetic relatives, the Threll, resemble Thrimm almost exactly accept that their eye and mouth placement differs, they have no arms, and they possess no psychic abilities. They crawl and swim for locomotion, and have mollusk-like intelligence. This odd discrepancy in intellect between such closely related species has lead researchers to suspect that the Thrimm were raised up via synthetic evolution by the Progenitors.

## Culture

Thrimm are incredibly practical, and while they understand culture, they tend to look down on it as a hallmark of simple and inefficient civilizations. Ironically, their dissection of culture often leads them into jobs as diplomats and emissaries. Even Thrimm with no psychic training have rudimentary psionic capabilities, such as producing small electrostatic charges and using levitation for everyday locomotion.
Pirate Skill Tables

**Strength**:

 2A- Smash: str vs dex,1d4+str mod
 3A- Pummel: Crits= x2 dmg OR 3 attacks
 4A- Concuss: Crits cause -2 dex and per
 5A- Brutality: +3 dmg to all M attacks

**Dexterity**:

 2A- Parry: 1 future action- soak 4 against 1 M atk
 3A- Twinge: Dex vs Dex, 1MW dmg, -2 dex, -1 per
 4A- Limber: Gain clamber and +1 M crit hit rt
 5A- Duelist: all foes get -2 to hit in melee w/dex atks

**Intelligence**:

 2A- Scramble: Int vs Int, stun a machine
 3A- Blind: disable a surveillance system
 4A- Drain: Int vs Int, 2d8 to a machine
 5A- Synth Smith: +4 to all synth tech checks

**Perception**

 2A- Stifle: Per vs per, foe get -4 to hit at R
 3A- Ironsight: +1 crit hit rt on a foe, 1 atk
 4A- Expose: allies, +2 to hit target foe R
 5A: Deadeye: +3 crit hit rt at R

**Psionics**

 2A- Scourge: Debuff- DC=Caster’s Psi
 3A- Buff: R10, +1 to any stat of an ally
 4A- Energize: If an ally is hit with a psi atk within 10, deal 1d4 dmg to caster (Psi vs Psi)
 5A- Convoke: all allies within 5 get +1 str and 1 soak
Cadenas

Las **cadenas** (**Chains en E.U.A**) son unas cadenas que están en la Isla que utilizó Sano Juicio para encadenar a Taylór para que no vuelva cerca de Thailonk.

## Apariencia

Están hechas de metal,son grandes y macizas y están pegadas a la arena de la Isla,muy lejos del hogar de Taylór.Son de color gris oscuro y son muy pesadas.

## Historia

Éstas cadenas fueron traídas por Sano Juicio,con el fin de mantener alejado a Taylór sin dar importancia a lo sentimientos de éste.
Fríamente utilizó las cadenas para que Taylór estuviera por siempre encadenado y jamás pudiera salir,a menos de que encontrara una llave,pero encadenado,no podría hacerlo.
Thailonk va a la Isla de vacaciones y encuentra entre los escombros a Taylór atado por culpa de las cadenas.Para su sorpresa,Taylór no quería ser liberado,dijo que ya ocasionó suficientes problemas y que sería mejor seguir las órdenes de Sano Juicio,así él ve si próximamente le tendrá un poco más de piedad.Thailonk no está de acuerdo e intenta liberar de las cadenas a Taylór,pero fué un intento fallido.

## Propietario

* Taylór (Encerrado en ellas)
* Sano Juicio (Dueño de las cadenas)

## Curiosidades

* Se dice que aparecerán nuévamente en la 2da temporada.
* Es la segunda prisión donde ha estado Taylór,la primera fué la Jaula,en la Mente de thailonk.
* Son muy pesadas,ya que Taylór en un momento pierde el control sobre sí mismo por culpa de las cadenas en el episodio En mis propias cadenas.
* Aunque el episodio donde debutan se llame "En mis propias cadenas" y se refiera a Taylór -ya que es él el que está encerrado- las cadenas son de Sano Juicio,pero concedidas para alejar a Taylór.
* Fué hostil que Sano Juicio las utilizara para quitarle nuévamente la libertad a Taylór,aunque él piensa que tiene buenas razones para hacerlo.
* La Isla le da una tonalidad azul grisácea a las cadenas.
Stigma

A creature's **Stigma** score quantifies the prejudice they face that impacts their social interactions. A creature with Stigma gets a penalty to their diplomacy checks equal to their Stigma value.

### Creatures with Stigma

* Gritch
* Etirk
* Delta
* Cryth
* Rixon
* Sampvari (Mutant Only)
* Thean (Optional trait)

### Other Sources

* Scavenger
* Rift-Cursed
* Ancient Rivalry (Faction-specific)
* Coreshar Field Test Survivor (Faction-specific)

### Related Abilities

* Acclimated
* Kinship
Disguise

**Disguise** is an ability unique to Delta. Delta attach to their hosts via the upper spinal cord and are totally visible clinging to the back of the neck unless covered. When uncovered or without a host, Delta count as having Stigma 8 and, at the GM’s discretion, some planetary governments may actively try to deport, capture, or even kill them outright. Unattached Delta cannot wear armor, attach fields, or use ranged weapons, although this is situationally a matter of GM’s discretion.
Xendue Yezwinn

**Xendue Yezwinn** is the founder of the Coreshar.

## Description

Xendue Yezwinn is a descendant of the great Vanon philosopher Vermice Yezwinn. The exact circumstances around the founding of the Coreshar, as well as what happened to Xendue following those events, is unknown. However, many of the Coreshar seem to worship him as some sort of deity.