Green+Ship

[B]The Interstellar Voyages of the Blue Star[/B]

[SPOILER]In the far future the galaxy teams with life. Millions of worlds bustle with energy as a thousand races go about their lives. But for all their energy, for all their unfailing drive to grow and expand, the races of the galaxies are inherently restrained by a limit that they cannot breach. For the secret to exceeding the speed of light, or even approaching it, lies beyond their greatest scientists. A billion genius minds have considered the problem, but to no avail. Immense communication lasers propagate news through the galaxy at the speed of light, but it is merely a placebo, an unworthy substitute for the FTL drive so many races crave. So many, but one. For amongst all the races of the Universe one race has mastered the light limit. The oldest of races, some call them the progenitors. Some call them ancients. But most call them a variety of unpleasant insults. For that race is long dead, and they did not see fit to leave their secrets behind for the younger races to uncover. But the proof of their knowledge is all too clear. An fleet of enormous starships, engineered out of the very stuff of life, and equipped with the unimaginably powerful engines that are the only things capable of breaking the barrier the universe has imposed on everyone else. How many of these ships roam the galaxy, hundreds, thousands, a huge number surely, but compared to the teaming trillions of sentients which populate the galactic worlds, one which is far too small. Many races have tried to crack the secrets of those starships to capture and study them. But the ancient ones built too well. Whole war fleets have been annihilated by the weapons of the great ships. Entire worlds turned to ash by those who went too far in their prying. And of course once they leave a system there is no catching them. But those wars occurred millennia ago. Occasionally a government forgets the past and tries again, failing of course, but for the most part the many races have learned to live with it. For while the Star Whales might not be willing to share their secrets they are willing to do other things. Specifically they allow other races to travel with them. And more than a few do. Entire civilizations have become passengers on the leviathans as they make their way across the stars. Of course it is no certain thing. The Star Whales do not make their destinations known or give warning when they are going to depart. But that is a gamble many are willing to take. And when the Star Whales flash into a new system the space around them boils with activity as millions of galactic hitchhikers seek to trade with the system's inhabitants, explore for artifacts, set up new colonies, and a thousand other varied activities before the Star Whale once more vanishes into the deeps of space. This is the tale of all the diverse inhabitants of one particular Star Whale. From the civilizations which have spent so long in her bowels they have forgotten space to the newest factions which boarded at her last port of call. She has many names, as many as she has passengers to speak them, but in the common tongue she is called the Blue Star and these are her voyages.[/SPOILER] [B]Blue Star Rules (v0.9 Range Rules)[/B]

[SPOILER][B]Interactions[/B]

[SPOILER][B]The Universe[/B]

[SPOILER]One of the main attractions of the systems that the Blue Star visits is mining. This is accomplished in a straightforward manner. Through the use of large semi-autonomous mining ships, although they come in many different variants and range from single massive freighters to flotillas of smaller specialized prospector ships they are known collectively as Harvesters. While the Blue Star is in a system factions send their Harvesters out to mine the local resources and bring back goods. Of course dangers aren't the only thing that Harvesters face. In between all their routine mining Harvesters will occasionally stumble onto alien artifacts. Most of the time these are little more than curios, which while still valuable as trade goods, have little practical use. But sometimes a Harvester will stumble upon a genuine Precursor artifact. This is quite a find and will usually create a fight to secure it on the Blue Star. In very rare cases the Blue Star itself may intervene to recover what its creators left behind. Harvester technology is fairly well established and basic variants can be found in various networks and from information brokers at a cheap price even if a faction is new to the world of the Blue Star. However more advanced Harvester designs are jealously guarded as they give a leg up in the areas of mining, fighting, or artifact hunting. No matter the type however each Harvester will require a Port. More than just a docking hatch these facilities have been developed over centuries to handle all the repair and construction a Harvester needs for maintenance as well as the refining facilities necessary to convert its haul into usable goods. Basic Harvester

Cost: 10 Infrastructure/ 20 Trade Goods

Resource Output: 5 Trade Goods per Turn

Defenses: 1 Mil (Defensive and Exterior Only)

Sensors: Level 0 (Basic navigation) Basic Dock

Cost: 50 Infrastructure/ 100 Trade Goods

Capacity: 1 Harvester

Special: None

(This is just in case more are needed. Every faction starts with one and there are some more neutral ones.)[/SPOILER] [B]The Natives[/B]

[SPOILER]Star Whales jump at random. Some spend most of their time in barren systems, some jump to empty space, and some even seem to target other Star Whales as their destination, but the Blue Star is one of the class that shows a preference for inhabited systems. Occasionally it will jump to one devoid of native life, but this is a fairly rare occurrence. So any traveler on board the Blue Star can look forward to meeting a variety of the inhabitants of the galaxy as long as they travel aboard the great ship. Not all passengers have the same intentions towards those natives of course. Some factions ride the Blue Star to raid, some to trade, some to learn, and some just like to mingle. Whatever the case may be those interested meeting new and interesting lifeforms need a way to get to them. For while the Blue Star provides passage to a system where exactly in that system it ends up varies. So smaller craft are needed, smaller being a relative term of course. To that end various species have built Hangars on the outer shell of the Blue Star. These hangars provide ready space for the various inter system craft that the races on board use to get around. Each Hangar provides enough ships for (5 stat points) to be used in system whether these are raiding military ships or peaceful merchant traders. Be advised that wall the factions of the Blue Star do not particularly care what happens to the inhabitants of a system, there are some exceptions. Atrocities such as destroying civilian populations, orbital bombardments, or rendering planets uninhabitable will not be tolerated, as while interstellar communication is slow it is still entirely possible for an entire Space Whale to gain a reputation as malevolent due to its passengers. Ref. The Butcher, The Black Marauder, the Kal'Tok Maw. This pretty much kills any chance for factions that aren’t interested in fighting to do their own thing. On other hand light raiding is perfectly acceptable. Pirates are a known danger of the Star Whales and any system bound natives not prepared for it are just getting what is coming to them. Do note however that while the natives are fair game other factions are not. Merchants, scientists, and tourists should be treated as essentially non targets while off the Blue Star. And Harvesters are particularly inviolate as they have enough to worry about from irate local miners. Factions offering their services as military bodyguards to locals are of course not so protected. Basic Hangar

Cost: 5 Infrastructure/ 10 Trade Goods

Capacity: 5 Points[/SPOILER] [B]The Neighbors[/B]

[SPOILER]Of course systems are nice to visit, but it's the other passengers on the Blue Star that you have to live with. The Blue Star is very very old, and many of the races on board her have lived there for so long that they don't remember where they came from. On the other hand some races boarded within that last few years, and between those ends lays a whole gamut of various factions with various objectives, cultures, and needs. There is no formal government binding everything together. Instead a vast web of trade, favors, influence, and just plain personal opinion binds everything together. There are a few overall values that the majority of factions subscribe, mostly not gaining the Blue Star a reputation as a Terror Ship, not harming the Blue Star, and not pissing the Blue Star off, but for the most part factions can do whatever they can get away with. What they can do comes to down to three things. What they can afford, a simple measure of their trade goods and capacities. What they can convince others to do, a measure of their Influence with other factions. And what they owe, as measured by the amount of favors that they owe other factions. Influence is a general measure of all the dealings that a faction has on board the Blue Star. Who they know, what contacts they can get information out of, and how much other factions will help them willingly or through fear. (Influence is simply treated as a stat, but can only be used to help other projects not on its own.) Favors on the other hand are the specifics of what one faction owes another. Although the individuals on the Blue Star trade favors of all sorts and using various means, the larger factions have more or less formalized the system. Small favors are simply tokens. Perhaps a trade good or two, or lending the use of some clerks or thugs to another faction's business. Medium favors are more serious, they require a rather more serious outlay on the part of those who owe them. A warehouse of trade goods, or small cadre of scientists or a strike force of trained operatives perhaps. A large favor is the most serious of all. These are rarely given out, and when called in a faction must devote a massive amount of resources to answering the call. Vast stockpiles of trade goods, the services of the head trading team, or even the manufacturing capacity of the entire faction. There are rumors of another favor, one traded between only the most powerful houses and never used, but rather held in reserve as bargaining chips. It is of note that a faction can hand out as many favors as they want, but be aware that others are under no obligation to accept the favor in the first place if they do not believe you are good for it. This is because favors are not binding. A faction can always refuse to comply when one is called in, but to do so is to do serious damage to their own influence as their ability and intent to honor deals is called into question. The influence of such a faction is much reduced, how much is dependent on the size of the favor, and more than likely the offended party will nullify one or more of its owed favors if the offending party has any. Also of note that favors can be traded and are still regarded as valid, but that trading a favor of a faction to a rival or enemy of that faction is considered bad form. Smaller favors can also be combined into larger ones. Small Favor (2-4 Trade Goods, 1-2 Stat Points)

Medium Favor (8-10 Trade Goods, 4-5 Stat Points)

Large Favor (18-22 Trade Goods, 9-11 Stat Points)

Platinum Favor (???) (Only Two Favors can be issued per turn.)

(This can be modified through techs.)[/SPOILER] [B]The Ship[/B]

[SPOILER]It is true that there is no formal government among the passengers of the Blue Star, but always hanging them over them all is the knowledge that they are very much still passengers. The Blue Star acts rarely, but when it does its actions are taken as law. [U]Jumps[/U]

[SPOILER]

The most important of these actions is the jumps themselves. There is no delaying a jump, and there is no going back, so the passengers have amassed a large collection of superstition and folklore about how to predict them. Some of these may well be true, but those factions that have studied the Blue Star long enough to know guard their knowledge jealously. What is known to all however is that the Blue Star only twice in the entire history of all the combined passengers that have lived and died on it. Once it was after jumping into a system where the star was about to go nova. The other was when another Star Whale was already in the system. Since that Star Whale had an unusual profile which no passenger has ever found mention of again, and since the Blue Star occasionally meets with other Star Whales without exhibiting the same behavior it is assumed that the particular Star Whale was a danger of some sort, and over the centuries it has become something of a shadow terror to the passengers of the Blue Star. In both cases that the Blue Star immediately jumped again it spent an unusually long time in the next system, so most experts in the field of Star Whale study believe that there is some type of charging time required for the Blue Star's drive to function. The other established fact is the function of the jump itself. First ships do not have to be physically docked to the Blue Star to be brought along. There is a small buffer area along the Blue Star which has saved many pilots who cut things a little too close. However it is still recommended to dock as the environment in which the Blue Star actually jumps is not a calm one. There is apparently quite a lot of turbulence in this space between space, and while docked ships and passengers inside are safe enough, ships that are merely close by have a strong possibility of washing away if they do not anchor themselves. Moving around the outer hull while in flight is also cautioned against. While time spent in this between space is much shorter than that in real space it is still important for two reasons. The First is that the Blue Star will often open sealed vaults during this time. These can hold anything from treasure to hostile beasts. Second the Blue Star will occasionally meet other Star Whales in the between space. If this happens the two whales will maneuver closer together and create a calm area between. This allows for trade by the two groups of passengers, and since the meeting of two star whales is relatively rare is usually a time of excitement and profit on both sides.[/SPOILER] [U]Zones[/U]

[SPOILER]

There are essentially three zones to the Blue Star. The outer shell, the inner decks, and the deep core. Each of these three has noticeably different features which affect what the various passenger factions can do in them. The outer shell is the least associated with the Blue Star itself. Here the passengers have a more or less free reign to do what they wish and it is the only place where Docks and Hangars can be located, and so is the only place where the passengers can access the outside universe. The downside to this is that the Blue Star's own infrastructure does not run here in any appreciable quantity. So power and life support is limited to what factions can build themselves. For the most part this is not an issue, but does limit what can occur here. (There are limits to the amount of stats that can be placed here. This will be based on territory.) The inner decks lie deeper in the Blue Star. They have ready access to the Blue Star's own infrastructure and factions usually base the majority of their operations here. This is also where the engineers of various races have determined how to actually tap into the Blue Star for more than minor power. These Nodes provide improved resources for their controllers, but occasionally the Blue Star takes offense to this parasitism and sends antibody mechs to clear them out. The Deep Core is neither the deepest part nor the core of the Blue Star. But it is as far as passengers have ever been able to expand. A few explorers have gone even further, but all attempts to build facilities in those innermost sections have failed. Even access to the Deep Core is somewhat limited and factions jealously guard the territory they have managed to claim there. For in these regions the power never fails, and ready access to the Blue Star’s neural matrix provides a bountiful environment for scientists and engineers. Some things however are not welcome here. Military presence is heavily curtailed by the Blue Star which sends its own forces to quell fighting before it can damage anything delicate. Basic Node

Cost: 5 infrastructure/ 10 trade goods

Resource Output: 2 Trade Goods per turn

Warning: Building more than 2 per territory is risky. Stat caps

Faction Inherent Stat Cap (20 Points)

Outer Shell (1 Point)

Inner Decks (2 Points)

Deep Core (3 Points) [B]The Machines of the Deep[/B]

[SPOILER][B]A) The Bastion [/B]- A combination of fortress and factory the Bastion houses and maintains a squadron of heavy armor, adjustable to various races, which provides the faction which holds it increased military power. (Grants 2 Mil) [B]B) The Argus Array [/B]- A highly sensitive sensor array the Argus complex can detect, record, and decrypt all types of transmissions greatly increasing the capabilities of the faction that holds it. (Grants 2 Esp) [B]C) The Proteus Complex [/B]- A strange and alien machine the Proteus Complex can build anything which it is provided plans for. Something which greatly augments the faction which controls it. (Grants 2 Infra) [B]D) The Mercantile Exchange [/B]- Specialized sensors tap into and read the Blue Star's markets conveying the information back to the Exchange where arrays of supercomputers forecast the market futures. This allows the merchants of the faction which controls it much greater knowledge of how to profit. (Grants 2 Comm) [B]E) The Calculus of Thought [/B]- Mammoth processors and automated laboratories fill this machine processing data and considering results. By using the information so provided the researchers of a faction can improve their own work. (Grants 2 Res) [B]FE) The Doppelganger [/B]- Perhaps the most odd of all devices the Doppelganger has no one purpose nor does it have one form. Instead it randomly appears to be one of the other machines, changing its shape and the benefit it provides constantly. (Randomly grants 2 of a stat.)[/SPOILER]

(I reserve the right to place any feature on any deck as a special resource)

[/SPOILER] [U]Responses [/U]

[SPOILER]

Occasionally the Blue Star takes offense to something that a passenger has done. What it tolerates and what the response is varies by zone. Outer Shell: Mostly left alone. Will occasionally send strikeforces if a particularly dangerous fight breaks out. (In excess of 50 Mil total) Will occasionally send small groups of drones to collect Precursor Artifacts. These vary between negotiation drones and mechanized task forces depending on how dangerous the artifact is and whether the owning faction has shown itself willing to negotiate in the past. In the outer shell if a task force of drones fails in its mission then the Blue Star will attempt to contain the situation and wait to see what happens rather than send reinforcements. Inner Decks: The Blue Star watches what goes on here. It will regularly send strike forces to suppress large fights (20 Mil Total). If its node threshold is breached it will send maintenance drones to destroy all Nodes, not just those of the offending faction. These maintenance drones will not fight, but destroying them will cause strike forces to be dispatched to the problem area. These strike forces can be defeated, but the Blue Star will periodically send more strike forces until the problem is resolved. Any artifacts or weapons of immense destructive potential, such as antimatter bombs, will be moved to an outer shell territory controlled by the faction that owns them by more maintenance drones. Note that the Blue Star won't prevent you from building them there, just keeping them there once they become potentially dangerous. Deep Core: The Blue Star is very careful about this. Any concentrations of mil above 5 fighting or not will prompt the dispatch of strike forces to remove or destroy the concentration. Any concentration above 10 will be destroyed. Any concentration above 20 will cause it to kick out all factions from the deep core for one turn. (Note that this frees up deep core territories for claiming.) WMDs are strictly prohibited for both manufacture and storage. [/SPOILER][/SPOILER]

[/SPOILER] [B]Stats[/B]

[SPOILER][B]Actions[/B]

A new rule I am introducing to this version of Total War. Each stat has a certain number of actions which it can do in a turn. This represents both the necessary infrastructure to do multiple things, and the leaders to actually command the different groups. For instance you might have three mil actions. This means you could guard your base, set an ambush, and help guard your ally's convoy, but you couldn't do anything in addition to that. Note that your actions are just the number of things that you can do. You can allocate your stat between actions however you want. For instance if you had 10 military, then in the example above you could set 1 mil to guard your base, 6 mil to the ambush, and 3 mil with the convoy. Each faction starts with two actions in every stat. More actions can be researched. Note that you don't need to do all your actions every turn. Having multiple actions provides no bonus beyond the ability to actually have multiple actions so if you want to forgo that and concentrate everything in one area you can. [B]Increasing stats:[/B]

Most stats can only increase themselves. This represents training to better do their own jobs. Most stats cannot contribute much increasing other stats. Only Infrastructure and Commerce can do so as noted below. Stat can be used together in actions besides investment though as long as an explanation for how they are being used is given. [B]The Stats[/B]

[SPOILER][B]Military[/B]

Military can be used to attack and loot other factions. The defender uses their military in defense. Can also be used to intimidate other factions. The defender uses their morale in defense. Intimidation can be used to acquire information, and only information, that that faction knows. [B]Espionage[/B]

Espionage can be used to sabotage and steal from other factions. The defender uses their espionage in defense. Can also be used to spy on other factions. The defender uses their morale in defense. Spying on another faction can be used to acquire information, and only information, that that faction knows. Military and espionage are intentionally similar. Military attacks more easily rip out or destroy an opponent’s stats at the price of visibility. Espionage attacks more easily disable and misdirect opponent's stats, but are hidden. Intimidation more easily extracts information, but that information may or may not be reliable. Spying gets more reliable information, but less of it. Military is a sledgehammer. Espionage is a scalpel. Both should be capable of addressing any given situation, but in different ways. [B]Military and Espionage Range Rules[/B]

[SPOILER]Both military and espionage are subject to distance penalties. As the soldiers and agents stray farther and farther from familiar territory their supply chains and logistics become strained. As such more effort must be spent on maintaining the force itself rather than actively fulfilling whatever mission they might be on. Mechanically this means that for every five territories that a force has to travel to reach its destination it is effectively one point less effective. In addition if a force crosses the territory of another faction they may be held up, ignored, or helped along depending on whether the other faction detects them and how they feel. The most likely scenario for a faction which does not have explicit orders is that the traveling force will be detained for a few days while travel permits are worked out. Making the force less effective, but not ultimately stopping it. There are two ways to get around this distance deterioration. The first is to create outposts by claiming territories far away from your main territories. These will serve to bring your forces back to full effectiveness and extend the range of your activities. The downside is that these territories are inherently isolated from your main forces in case of attack. The second option is to convince another faction to let you base your troops in their territory. This will allow you to use their territory as your own for range purposes. And of course if the other faction is attacked they do not suffer from the isolated nature of an outpost. The downside is that if they are attacked they will more than likely expect your bases to aid them, and they also have substantially better access to your forces in case their intentions are not completely friendly.[/SPOILER] [B]Infrastructure:[/B]

[SPOILER]Infrastructure are the more concrete side of economics. It is how all the building and repairing and such is done. There are three functions it can be used for. [U]Constructing:[/U] Using infrastructure is the only way to construct Harvesters and Nodes. There may also be megaprojects unlocked by higher tier research that needs to be constructed before it can be used. [U]Building:[/U] Infrastructure is how you manufacture the materials and equipment for new stats. It takes five points of infrastructure to build a new stat point. [U]Repairing: [/U]No stat is ever destroyed completely. If military attacks destroy something or espionage attacks disable it, then your infrastructure can fix it at a rate of four infrastructure to repair a destroyed item, and three infrastructure to repair a disabled item. Note that it doesn't have to be your stat originally for your infrastructure to repair it. You just need access to the salvage somehow.[/SPOILER] [B]Commerce:[/B]

[SPOILER]Commerce is the more fluid side of economics. It is your contact point with the other traders and species aboard the ship. It can be used for two functions. [U]Buy:[/U]

It is not always in the best interests of a faction to use infrastructure to build new stats. Your merchants can also do so on the open market by buying goods from other species. Unlike infrastructure this is neither a one for one trade nor limited to the amount of commerce you have. Instead your commerce is rolled against a target going rate, each stat will have its own. Depending on what the result is you may be able to buy the stats for cheaper than the going rate, in which case you will get more stats, or more, which will obviously result in less stats. [U]Trade:[/U]

Rather than try to buy something specifically commerce can be used to conduct routine business with the other factions to improve your faction's position. Your commerce score will again be rolled against a target number, determined by the overall economy of the ship. You will then receive a number of additional trade goods based on their success. Failure simply results in no trade gains, and will not lose any of the faction's trade goods already gained.[/SPOILER] [B]Research[/B]

[SPOILER]

No faction is static and all of them strive to better themselves and grow, not just in pure quantity of material, but also in the quality. Research is how this occurs. Although it can take different forms in different factions in all of them it has the same function. To increase the effectiveness of a faction's different areas of achievement. To this end Research has several functions. [U]Design:[/U]

Unlike many Total War games scientists are not free to develop anything and everything. Or rather they are, but what those things actually do is subject to certain restrictions. There is a tech tree in this game. Each aspect of the game that can be researched has its own branch on the tech tree which offer various benefits. These mechanical benefits are the same for all factions, however how each faction acquires them can be different. For instance one faction could build high tech robots to serve as better infantry while another grows specialized warriors. Both of them would get the same military bonus. [U]Decipher:[/U]

There is a way to research more diverse technologies. In the various systems that the Blue Star travels to there will be various artifacts that can be found. These can be thought of as templates to which your researchers can apply various traits. Only one trait can be researched per artifact and once applied it is permanently bound to that artifact. If someone steals the artifact they will also steal the trait. Artifacts will not be extremely rare, there is usually at least one per system. But each artifact can only benefit one faction at a time. [B]Tech Tree[/B]

[SPOILER][B]Interaction Techs (Tier 1)[/B]

[table][B]Systems [/B]|


 * Design Mk II Harvesters


 * Design Defense Harvesters


 * Design Exploration Harvesters

[B]Outsiders [/B]|


 * MK II Hangars


 * Improve Native Trading


 * Improve Native Raiding

[B]Insiders [/B]|


 * NPCs accept more favors


 * Lessen penalty for not honoring favors


 * Increase Penalty for favors not being honored to you

[B]The Blue Star [/B] |


 * Gain Knowledge of the Blue Star


 * Can trade with the Blue Star


 * Can issue favors to the Blue Star

[/table]

[B]Core Techs (Tier 1)[/B]

[table][B]Military [/B]|


 * Increased Gains from Military Training

[B]Espionage [/B]|


 * Increased Gains from Espionage Training

[B]Infrastructure [/B]|


 * Increased Gains from Infrastructure Training

[B]Commerce [/B]|


 * Increased Gains from Commerce Training

[/table][/SPOILER]

[/SPOILER] [B]Influence[/B] - How much you can influence other factions. This will be a straight stat which can be grown normally. But it can only help in projects with other stats not be used purely on its own. [B]Morale[/B]

Not a useable stat, but an indicator of faction health. Goes from 1-10. Morale gives a passive bonus to actions, and serves as a defense, but is cannot be used for anything directly. Morale is increased through the success or failure of actions taken. Every turn morale below 5 will increase by half a point and morale above 5 will decrease by half a point, as the situation becomes the status quo for the population of the faction. Each half point of morale provides a 5% chance to resist each die of an opposing espionage roll. This means that a faction with a morale of 10 is completely immune to spying or intimidation, while a morale of 0 is completely open. [B]Trade Goods:[/B] A resource rather than a stat trade goods represent a faction's stockpiles of materials and useful goods. They can be gathered from nodes and harvesters, traded through commerce, and used to pay off favors. They can also be traded directly between factions. Possibly the most important use for trade goods is that two (2) trade points can be cashed in at any time to serve as one (1) point of any kind of stat

[/SPOILER][/SPOILER] [B]Miscellaneous Tidbits[/B]

[SPOILER][LIST]

[*]There is no tech trading.

[*]Please don't send me EoTs that just say to do what you did last turn. It's boring.

[*]Reading messages requires beating the [I]lowest [/I]morale of the sender and receiver.

[*]To upgrade to a higher tier of harvester costs 5 infrastructure. Sidegrading between variants of a tier costs 2.

[/LIST][/SPOILER] [B]Change log[/B]

[SPOILER]

0.9 Military and Espionage Range Rules

0.8 Stat Cap changes. Revisions for Blue Star

0.7 Territory Revision

0.6 Modified Infrastructure and trade goods

0.5 Updated and corrected a few things

0.4 Added Initial Tech Tree

0.3 Added Research

0.2 Changed Trade Good values, added interaction sections.

0.1: Removed quantity and quality, added economics

0.0: Rough Draft

[/SPOILER] Design Notes

[SPOILER]Add more techs and rewrite the tech tree. Rewrite the stat section. Rewrite the interactions section.[/SPOILER]

[/SPOILER]