recursal/Fanatic-Fandom huggingface dataset:
Galdera

Galdera är ett självständigt och enskilt hertigdöme som styrs av fem mäktiga adelsfamiljer, de Övre Husen, som har flera mindre adelsfamiljer som vassaler, de Undre Husen. Hertigdömet bildades av fem alviska adelsfamiljer, som valde att fly från sitt gamla hemland på grund av ett blodigt inbördeskrig. Skogen Galdera blev utvald som deras nya hemland, då den låg långt ifrån deras gamla hemland, den var fylld med mäktiga flodar, friska djur och bördig jord, och enkel att försvara från fientliga inkräktare.

## Befolkning, kultur och handel

Majoriteten av befolkningen består av skogsalver, som har skapat städer och byar inne i de djupa skogarna som täcker det mesta av Galdera. Befolkningen tar väl hand om skogen som de bor i, så deras arkitektur är baserad på att smälta in med naturen, ta så lite plats som möjligt och med många öppna fönster så att både vindar och smådjur kan ta sig igenom de flesta byggnader, med undantag av varuhus, privata sovrum och dylikt.

Hertigdömet håller för det mesta för sig själv med stängda gränser, för att hålla ute tjuvjägare, slavhandlare och andra ovälkommna typer, men de Övre Husen tillåter utländska handlare att vistas i marknadsstaden Denetac, som styrs av Undre Huset Armentac. Vin, färgämnen för kläder, olika sorters örter och medicinska rökelser är dyrbara varor som de flesta handelsmän är mer än glada att betala en mindre förmögenhet för att få tag på.

## Adelsfamiljen

De fem Övre Husen och deras vassaler, i ingen speciel ordning:

*Övre Huset Vildfödd*

Släkten som de har som vassaler: Vildhjärta, Armentac, Gelmyc

*Övre Huset Frifödd*

Släkten som de har som vassaler: Halinar, Averas, Blomsterhjärta, Vinterfall, Caedium, Ghala

*Övre Huset Stjärnfödd*

Släkten som de har som vassaler: Maelar, Aedyll, Celdil, Gryninghjärta, Skymninghjärta

*Övre Huset Skogssköld*

Släkten som de har som vassaler: Melderin, Eksköld, Valmar, Flodpil

*Övre Huset Stormjägare*

Släkten som de har som vassaler: Skyväktare, Regnfödd, Leadylin
Falorith

Falorith är en stad full av magiker i syvästra Ellond. Detta var en gång för många hundra år sedan en alvisk stad men efter att alverna flyttade därifrån så har den nu tagits över av alla möjliga raser. Ganska snabbt så började magiker från världen att samlas här. Anledningen att just magiker har tagit platsen är för att deras magi är många gånger mer fokuserad just i detta området. Vad som påverkar detta är ännu okänt men ett av de stora forskningsämnena i Falorith.
Demonic Mirage: Nervous Convulsions

* **Type:** Genjutsu

**Subtype:** Compulsion

**Rank:** 5

**Complex:** B-Class

* **Learn DC:** 19

**Learn Success:** 3

**Perform DC:** 20

**Perform Rank:** 7

* **Time:** 1 attack action

**Range:** Close (10 ft. + 5 ft./2 levels)

**Area:**

**Duration:** Instantaneous, plus 10 minutes/level (see text)

* **Description:** This technique sends conflicting signals to the target's brain and turns them against each other, sending the nervous system in overload and creating an excuriating amount of pain. The more it is resisted, the harsher the pain will be. The subject will fall into a coma for 10 minutes per level of the user unless it succeeds a Will save, in which case it suffers 2d6 points of damage, which cannot reduce the target below 0 (and thus not kill it). The target must save against the technique every 10 minutes.
Azhara

Azhara är guden av balans och är den sista levande medlemmen av rasen Naragi. Hon var den första guden som kom till Yatar och bringade snart gudinnan Seren och mångde av raser till världen.

Azhara blev en gud efter ett gudakrig på sin egen värld, där hon såg alla sina vänner och familj dödas. Hon lyckades döda en av gudarna som löp amok på sin värld och därigenom kom att bli en gud själv. Strax därefter så hittade hon Yatar och överväldigad av dess skönhet, bestämde sig för att forma det till ett hem för dödliga att bo på utan inblandningen från gudar. Efter att ha bringat mängder av raser av djur och människor så gick hon i en lång sömn och hoppades att hon snart skulle bli glömd av sina följare. Men i de följande sekel så började andra gudar att komma till Yatar och snart utbröt Gudakriget.

Azhara stördes i sin sömn av tumultet på Yatar och i en mardröm lyckades hon att dela sina känslor från sig själv och råkade då ge gudaskap till Eris och Proteus.

Efter tusentals år så vaknade Azhara till slut ur sin sömn och såg all förödelse som kommit ur kriget mellan de olika gudarna. Hon bannlyste alla gudar från Yatar och lyckades på så vis avsluta Gudakriget.
Pildor

De två städerna Norra och Södra Pildor var för länge sedan en och samma stad. Den låg längs med kusten som en länk mellan Beryl och havet. Sakta men säkert, i samma takt som Asabiträsket växte, så började Beryl att sträcka sig längre ut mot havet och landmassan som Pildor låg på började smalna av. Till slut så delade landmassan på sig helt och lät Belyr ansluta med havet. Pildors befolkning delade tidigt på sig när detta sundet började ta form. Till en början var det bara en mindre bäck som delade på staden men allt eftersom att sundet växte så började Pildors befolkning att acceptera den, både fysiska och psykiska, klyftan som skapades mellan dem. Numera så är Södra Pildor en frodande hamnstad medans Norra Pildor är ett mindre samhälle som envisas med att bo på det karga landet på Asabi Udden.
Player Elimination

This allows other players or another function within the game to remove players from actively participating in the game.

This can also be used as a way to alter a players function within the game. Instead of being removed from the game you have been removed from your current role and must now fulfill a new role.
Alheim

Alheim är en liten by längs med kusten i nordvästra Ellond. På grund av storleken och antalet invånare så har Alheim länge varit isolerad och nästan bortglömt av resten av världen.

## Ekonomi

Alheim är ett självuppehållande samhälle. De har så pass få invånare att de inte behöver importera något för att överleva men de har ändå lyckats få ett litet utskott från handelsföretaget Praestigia. Allt överskott från byn samlas i Praestigias varuhus och exporteras till närmsta större utskott där det säljs och pengarna som tjänas på detta går till byns underhåll.

Största varan som kommer från Alheim är sädesslag men även en del kläder och verktyg.

### Värdshus - Arper

Ägt av en ensamboende man i 50 årsåldern.

### Skräddare - Hygge & Wilma

Ett par som arbetar tillsammans i stadens skrädderi. Många av stadens barn och ungdomar har spenderat en tid här på en typ av praktik. De lär sig att sy samtidigt som Hygge & Wilma får hjälp när det blir större åtgång på kläder i byn.

### Smed - Helmin

Storväxt man som lever i utkanten av byn.

### Poststation För ett större handelsföretag - Edmund

En nyutexaminerad ung man som tagit det första bäst betalande jobbet han fått tag på men nu är uttråkad något enormt av att bo i denna torftiga lilla byn.
Game Design Dictionary Wiki

## Welcome to the Wiki

Having a shared language helps a medium's creators and critics alike. This is a collaborative effort to define board game terms as a resource for common understanding of these terms.

The primary focus is defining RULES-RELATED terms to help designers discuss design as well as those that play games (or write rulebooks) comprehend games more quickly.The initial thrust is designer-focused with the hopes of avoiding non-academic and overly-heated debate to instead focus on definitions that serve the advancement of designing board games.

## Catagories

* Components
* Game Catagories
* Mechanics
* Phases
Trick Taking

## Description

In a trick taking game, players take turns playing cards (or an equivalent) from a personal, limited supply in a round of cards being played called a “trick”. The player that played the best individual set of cards in a trick “takes” the trick, collecting the played cards and often being the first player able to play in the next trick.

Trick taking games use a phase called a “hand”. A hand starts with all of the players being dealt or drawing a number of cards and ends when a predetermined number of players have played all of their cards. Scoring happens at the end of a hand and if the game’s winner is has not been determined, players begin a new hand.
Trick taking generally falls into two categories:

* Each player plays an individual card each trick with the player playing the best card taking the trick. These games either reward a player or team for the number of tricks that they have taken or punish a player for having specific bad cards in the tricks that they have taken.
* Players may continue playing cards in turn order until no player can play a card or set that is better than the current set. Often the goal of these types of games reward players for playing all of their cards before opponents do.

## Use for Surprise

As the cards are not public knowledge, players will not know which other players have cards and sets that are better than their own. Often these games use teams, so finding out that a teammate has something that you were afraid your opponent would use against you can bring relief and excitement.

Some trick taking games use trump. Cards of the trump suit outvalue those of the non-trump suits for the hand. Since players generally receive their new hand before the trump suit is determined, another player determining a trump suit that is particularly good or bad based on your hand also adds surprise.

## Use for Strategy

In most trick taking games the cards dealt to players comprise a small, knowable, pool. Players know what cards and sets can be played that are better than theirs and can adjust this knowledge as each card is played.
Yatar

**Yatar** är världen där de flesta händelser äger rum i Kampanjen med samma namn. **Yatar** är den materiella dimensionen som existerar mellan Bataar och Ysgard. **Yatar** har tidigare använts som ett slagfält för gudarna men de bannlystes av Azhera på vad man nu kallar för Rosendagen.

Proteus och Eris har ingen kraft eller åtkomst i **Yatar** utan påverkar dimensionen med hjälp av undersåtar så som demigudar och andra varelser.

## Historia

**Yatar** har länge varit ett slagfält där Proteus och Eris mätt sin styrka. Människan levde i flera tusentals år i rädsla av att bli utrotade av de många monster och varelser som åkallats till världen.

För 6751 år sedan så fick Azhera nog av alla förödelse som skapats av den ständiga striden. Hon bannlyste då Eris till Bataar och Proteus till Ysgard, i samband med detta så förbjöd hon all påverkan från de två på **Yatar**.

Efter att ha bannlyst de två gudarna så svepte Azhera över **Yatar** och utplånade kvarlevande krigare från Proteus och Eris legioner och välsignade landet med de vackraste rosenbuskar man skådat, därav namnet Rosendagen.
Dice

## Description

Dice (singular: die) are multi-sided objects which use only the information on one of its sides at a given time. The most common is the six-sided die which has a number of pips (dots or indents) to indicate numbers from one through six on each of their faces. Dice used to add randomness are typically expected have an equal chance of resulting in each die facing. Some games do not roll the dice; instead using them to keep track of information.

A **dice pool** is a number of dice which are used together, often by rolling and taking a sum of the results.

## Notation in Role Playing Games

Role playing games, particularly those using the D20 system such as Dungeons & Dragons, often use the following shorthand notation to indicate dice to roll, with the sum of the results of each dice added together added together as a final result of the roll.

> [how many to roll]D[of sides on that die]
>
>

Multiple types of dice may be combined by including the addition sign (+) between each different die type. A number may also be added to the total by using that number without the D notation.

For example, 2D6+1D8+3, means to roll 2 six-sided dice and 1 eight-sided die. The result is the sum ofthe results of those dice plus an additional 3.
Meeple

A specialized piece (typically made of wood) that resembles a simplified human silhouette. Often used for player tokens or "workers" in worker placement mechanics.

These have branched off into other specially stylized pieces used for similar functions but people change the beginning of the word "meeple" to thematically fit the design. (Such as using "cameeple" for the camel pieces on Camel Up.)￼
Euro

Also known as German-style board games, these games tend to focus on strategy and less focus on luck and conflict, if not complete removal of. Player interaction is at most indirect and usually through option denial. These games are also fairly abstracted and typically deal with at least one or more economic systems. Strategic efficiency of your own personal game engine is the goal of most Euro games.
Ameri/Euro Hybrid

This is a style of game that, like the name implies, takes elements from both American-style games and Euro games. Often these games try to use elements from American-style games to add uncertainty and more player interaction while they use the economic systems from Euro games. This hybridization is often wrapped up nicely in an American-style theme and overall has made both styles of games more approachable.
Ameritrash/Amerithrash

Also called American-style board games, these games focus heavily on theme and often have mechanics that suit it thematically. Conflict and luck are big elements of these games along with direct player interaction. Rolling with the punches and focusing on your best option in the moment, all while not drawing fire from other players, is often the goal of these games.
Flurry of Blows

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 4

**Complex:** C-Class

* **Learn DC:** 17

**Learn Success:** 2

**Perform DC:** 17

**Perform Rank:** 5

* **Time:** 1 full-attack action

**Range:** Personal

**Area:**

**Duration:** Instantaneous

* **Description:** When learning this technique, it applies to a single weapon. It can be learned multiple times, each time it applies to a different weapon. The user makes a full-attack action with the held weapon and gains an additional attack at his highest attack bonus. All attacks made this round suffer a -3 penalty to attack rolls. This technique's effect do not stack with other non-permanent bonus attacks (ie, other techniques that grant additional attacks outside of speed ranks).
Vampire Inheritance

[Vampire Inheritance Fragment (1)] (Inheritance Tier: B)

Description: Gather all six pieces of Vampire Inheritance Fragment and complete the Vampire Inheritance Keepsake. Activate the Keepsake to initiate the final Inheritance quest. Complete the quest to obtain the Vampire Inheritance. Apart from the class skill, you will also obtain the special Vampire original skills. Be advised, all Vampire Inheritance Fragment will resonate with eachother. If you were killed by other players that possess the Vampire Inheritance Fragment, the Fragment in you inventory will drop. All Fragments can only be carried in a player's inventory and cannot be stored.

## Inheritance Skills

 Immortal Constitution
Lasts for 10 minutes.
 Vampire Transformation
 Bat Form
 Bloody Feast
Advanced Blade Manipulation

* **Type:** Ninjutsu

**Subtype:** Fuuton

**Rank:** 5

**Complex:** C-Class

* **Learn DC:** 18

**Learn Success:** 2

**Perform DC:** 18

**Perform Rank:** 6

* **Time:** 1 attack action

**Range:** Close (10 ft. + 5 ft./2 levels)

**Area:**

**Duration:** Instantaneous

* **Description:** Using this relatively simple fuuton technique, the user is able to send forth a rain of Tiny or smaller throwing weapons, such as a kunai or a shuriken, towards his enemies. The user makes a ranged attack roll with the thrown weapon at his maximum attack bonus for each blade and, if it hits, it deals damage as though the user had thrown the weapon himself. The user cannot apply special abilities to blades used that way, other than weapon focus or weapon specialization, such as the shuriken expert class abilities (the former two notwithstanding).
* **Mastery:** With the third step of mastery, the number of maximum blades increases to 6. The usermust still pay the cost of each blade normally.With the fifth step of mastery, it increases to 7.Material Focus: 1 small or smaller weapon per blade.
Chakra Light

* **Type:** Chakra Control

**Subtype:** Spirit

**Rank:** 2

**Complex:** D-Class

* **Learn DC:** 14

**Learn Success:** 1

**Perform DC:** 13

**Perform Rank:** 2

* **Time:** 1 attack action

**Range:** Close (10 ft. + 5 ft./2 levels) (see text)

**Area:**

**Duration:** 1 round/level (D)

* **Description:** This unpopular technique was used as an exercise to help Chakra Control for rookie genins. By condensing Chakra to his hand, the user is able to form a small orb of light that glows brightly like a torch. The orb sheds bright light in a 30-foot radius (and dim light for an additional 20 feet) from its current location. The user may freely move the light anywhere within the technique's range at the cost of a move-equivalent action.
Electrolysis Technique

* **Type:** Ninjutsu

**Subtype:** Raiton

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 20

**Learn Success:** 3

**Perform DC:** 21

**Perform Rank:** 8

* **Time:** 1 full-round action

**Range:** Touch

**Area:**

**Duration:** Instantaneous

* **Description:** By converting his chakra into electricity, the user is able to perform a powerful electrolysis on 1 litre of water per level, which he much come in direct contact with. The water will be turned into a strong combustible that will ignite at the slightest contact with fire and burn for several dozen minutes. The combustible, while flamable, is not poisonous or overly toxic, and will not kill animals or plants. If mixed with water or other liquids, it will remain on top. This technique cannot be used on creatures.
Gate 5

* **Type:** Hachimon Tonkou

**Subtype:** To-mon

**Rank:** 10

**Complex:** A-Class

* **Learn DC:** 25

**Learn Success:** 4

* **Time:**

* **Description:** Same as Kai-mon Kai except as noted above and as follow. The user gains a +8 enhancement bonus to Strength and Dexterity scores, and his land speed increases by 30 feet. He can no longer suppress his chakra signature, which effectively increases 2 steps. He gains 16 temporary chakra as well as a +4 bonus to Initiative, Balance, Climb, Jump, Swim and Tumble checks. Each consecutive use of any Gate-release Hachimon Tonkou technique within a 24 hours period reduces the temporary chakra granted by opening a Gate by one-half. Each round the technique is maintained, the user suffers 6 points of damage. If the Limit Gate was opened for 2 rounds or longer, the user takes a -4 penalty to all ability scores for 24 hours once the gate closes. The user must make a Fortitude save (DC 25) or become exhausted for the rest of the encounter plus 30 minutes. The user can only perform this technique while under the effects of Shou-mon Kai or with sufficient degree of mastery in it.
* **Mastery:** With the second step of mastery in this technique, the user can activate this gate as a freeaction for the purpose of using a more powerful gate, without actually performing thistechnique or gaining any of its benefits or penalties. He cannot otherwise perform thetechnique as a free action.With the fifth step of mastery in this technique, the user only suffers 5 points of damageper round and a -2 penalty to ability scores after using the Limit Gate.
Black Dragon Snowstorm

* **Type:** Ninjutsu

**Subtype:** Hyouton

**Rank:** 5

**Complex:** B-Class

* **Learn DC:** 19

**Learn Success:** 4

**Perform DC:** 20

**Perform Rank:** 7

* **Time:** 1 attack action

**Range:** 20 feet

**Area:** 5-ft. wide line from the user

**Duration:** Instantaneous

* **Description:** This technique calls forth an ice dragon spirit from the user's outstretched hand to deal with nuisance in his way. Any creature caught in the technique's area of effect suffer 4d6 point of cold damage, half on a successful Fortitude save.
* **Empower:** The user may increase the damage dealt to 4d10 at the cost of 4 chakra.
Disorientation Technique

* **Type:** Genjutsu

**Subtype:**

**Rank:** 1

**Complex:** D-Class

* **Learn DC:** 13

**Learn Success:** 1

**Perform DC:** 12

**Perform Rank:** 1

* **Time:** 1 attack action

**Range:** 20 feet

**Area:**

**Duration:** 1 rounds

* **Description:** This harmful Genjutsu traps the target's mind and forces it to drift onto other thoughts, leaving it confused and vulnerable. As a result of this technique, the target will find itself Dazed for 1 round.
Demonic Mirage: Torture of Thousand Swords

* **Type:** Genjutsu

**Subtype:** Compulsion

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 20

**Learn Success:** 3

**Perform DC:** 21

**Perform Rank:** 8

* **Time:** 1 attack action

**Range:** Touch

**Area:**

**Duration:** 1 round/2 levels (D)

* **Description:** Using this technique, the user is able to make the subject feel as though its body is being ripped apart by a thousand swords. It will see its skin being torn open and feel nerve wrecking pain for as long as the technique lasts. For the duration of the technique, the subject will suffers a -4 penalty to attack rolls, skill checks, ability checks, and weapon damage rolls. This has a 50% chance to resist being dispelled.
Hiten Mitsurugi Style - Flying Dragon Flash

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 4

**Complex:** D-Class

* **Learn DC:** 16

**Learn Success:** 1

**Perform DC:** 15

**Perform Rank:** 4

* **Time:** 1 attack action

**Range:** 20 feet

**Area:**

**Duration:** Instantaneous

* **Description:** Using this technique, the user needs his sheathed katana, kodachi, chisa-gatana or wakizashi in a hard sheath of wood or metal, and a very high mastery of battoujutsu. With a flick of his thumb, the user sends his sword flying forward and makes a ranged attack against one creature that, if it hits, deals 1 die of bludgeoning damage per 2 levels of the user (maximum 4 die of damage) and forces the target to make a Fortitude save or be stunned for 1 round. If the weapon was Small or smaller, the damage dealt is in d3; if the weapon is Medium-sized or larger, the damage is dealt in d4. If the attack misses, the sword falls in a square 10 feet behind the target, otherwise, it falls in the square occupied by the target. In the same round, if the user had hit with the attack, moved to a square adjacent to where his sword lies and is moving at Speed Rank 1 or higher, he may make a melee touch attack against Defense 15 to grab the weapon before it hits the ground. Doing so does not provoke an attack of opportunity.
* **Mastery:** With the second step of mastery in this technique, the user can choose to deal non-lethaldamage with this technique by taking a -4 penalty to attack rolls and perform checks.Material Focus: The user's sheathed katana, kodachi, chisa-gatana or wakizashi.
Hyuuga Style: Secret Skill - Great Divination Whirl

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 11

**Complex:** A-Class

* **Learn DC:** 26

**Learn Success:** 5

**Perform DC:** 28

**Perform Rank:** 14

* **Time:** 1 full-attack action

**Duration:** Instantaneous (see text)

* **Description:** This technique is the very same as Hakkeshou Kaiten, except that the range increases to 30 feet and the enemies are knocked back 10 feet from the attack, and end up prone unless they succeed a Reflex save. It can also be used to defend in the same way as the standard Kaiten, but is understandably much more lethal. Attacks made in with Hakkeshou Daikaiten count as Jyuuken: Nidan Dachi attacks regardless of what stance the user was in.
Zaros

Zaros är guden av öde och kontroll, och även en gudomlig aspekt av mörker. Hans motpart är Seren, en gudomlig aspekt av ljus. Zaros är en extremt kraftfull gud vars kraft sägs överstiga både Seren men även Azhara, eftersom att han blev skapad av en Äldste Gud. Många följare av andra gudar beskriver honom som tom och manipulativ, och associerar honom med skugga, tomhet, öde och frånvaro. Han själv säger dock att detta endast är andras intryck av honom och att man borde döma honom baserat på hans egna handlingar och ord.

Till skillnad från många andra gudar så var Zaros aldrig en dödlig. Zaros och Seren blev båda skapade av Äldste Guden Mah på världen Freneskae. De två gudarna var bundna till varandra och sågs som leksaker av deras skapare Mah. Medans Seren såg detta förhållande till deras skapare som deras plikt att ta hand om Mah, så hatade Zaros detta. Han kunde inte lära sig någonting av den något simpla och barnsliga guden Mah och längtade efter frihet och att fly Freneskae för att skapa sin egen värld. Han lyckades till slut fly från Freneskae och övergav Mah och Seren.

Zaros ville att hans värld skulle tillhöra dödliga, likt Azhara. Den första världen han hittade i sina resor var världen Infernus, en värld täckt av Vassa stenar och eld i vätskeform och var en hemvärld till många demoner. Han trodde inte på att dödliga skulle kunna leva på denna värld utan alldeles för mycket inblandning av gudar och gav sig därför iväg för att hitta en ny värld.

När han kom till Yatar så lyckades han snabbt att etablera ett stort rike som han länge styrde över. Detta rike sträckte sig långt över världen och ett så stort rike har aldrig funnits sedan dess.
Hand-to-Hand: Mountain Kick Combo

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 4

**Complex:** C-Class

* **Learn DC:** 20

**Learn Success:** 1

**Perform DC:** 17

**Perform Rank:** 5

* **Time:** 1 full-attack action

**Range:** Melee attack

**Area:**

**Duration:** Instantaneous

* **Description:** The user strikes at the target with a powerful head blow, aiming to knock it down and stun it, and follows up immediately with a devastating finishing blow. The user makes an unarmed attack that deals normal damage. If it hits, the target must succeed a Fortitude save to avoid being stunned for 1 round and knocked prone. If the target fails its save, the user makes a second unarmed attack at his highest attack bonus with a -5 penalty. If it hits, it deals damage as though the user was one size category larger and gains a +2 bonus to rolls made to confirm a critical hit.
Great Tornado Technique

* **Type:** Ninjutsu

**Subtype:** Fuuton

**Rank:** 7

**Complex:** B-Class

* **Learn DC:** 21

**Learn Success:** 3

**Perform DC:** 22

**Perform Rank:** 9

* **Time:** 1 attack action

**Range:** Long (30 ft. + 15 ft./2 levels)

**Area:** 80-ft. high, 20-ft.-radius cylinder

**Duration:** Instantaneous

* **Description:** Using this technique, the user is able to create a large and very powerful gust of wind resembling a tornado. Any creature caught in the area of effect will suffer 3d6 points of wind damage from being tossed around by the tornado, in addition to 3d4 points of wind damage from the dangerous slashing wind traveling inside it. A small sized creature or smaller will be sent flying 1d6x5 feet upward and will fall back down at the end of the technique, possibly suffering falling damage unless they succeed a Fortitude save. Medium-sized creature or larger are unaffected by this side effect. Flying creatures suffer double damage from the tornado, and even Medium-sized creature will be thrown upward 1d6x5 and come crashing down. Despite its impressive name, Dai Tatsumaki no Jutsu is merely the first stage of a greater technique.
Bursting Water Wave Technique

* **Type:** Ninjutsu

**Subtype:** Suiton

**Rank:** 12

**Complex:** S-Class

* **Learn DC:** 28

**Learn Success:** 5

**Perform DC:** 32

**Perform Rank:** 16

* **Time:** 1 attack action

**Range:** 20 ft. / level (see text)

**Area:**

**Duration:** Concentration, plus 1 round (up to 1 round/level)

* **Description:** This technique is the very same as Suishouha no Jutsu, except that the user rides the wave as it moves. When a creature or structure collides with the wave, they are pushed back and suffer damage, as per Suishouha no Jutsu. If hit by a Raiton technique, the user is not affected by the electricity damage. Once he stops concentrating on the technique, it continues forward for 1 round at maximum speed, and he may still ride upon it. He may descend at any time as a move-equivalent action, or charge any creature within, without penalty. If a Bakusuishouha collides with another or a Deishouha, Suishouha or Daibakufu no Jutsu, they will cancel each other out. Material Focus: A huge (at least 10,000 liters) source of water nearby.
Demonic Mirage: Reality Revision Technique

* **Type:** Genjutsu

**Subtype:** Phantasm

**Rank:** 2

**Complex:** D-Class

* **Learn DC:** 14

**Learn Success:** 1

**Perform DC:** 13

**Perform Rank:** 2

* **Time:** 1 attack action

**Range:** 10 feet

**Area:** See text

**Duration:** 1 hour (D)

* **Description:** The technique alters the perception of all creatures within 30 feet of the user when the technique was used. The effects last an hour and nothing immediately happens. But for one round per level afterwards, the user may, by concentrating for a move-equivalent action: color items in a 1-foot cube each round, chill, warm, or flavor 1 pound of nonliving material, and create small objects. The illusions created cannot hinder the concentration or deal damage in any way, and objects created with this technique look crude and artificial. The illusory objects are only that, illusion, and will dispell upon contact if disturbed, and therefore cannot be used as tools or weapon. Creatures moving inside the area of the technique afterwards are not affected and cannot see or feel the illusions. The illusions cannot create a radical change, such as making a black surface white, creating lighting or making water tasting like wine, but are not otherwise limited. The effects can be dispelled normally, but only for a single creature. It is often used as a do-all for shinobi to aid in everyday tasks and spice up life (or food) on the field. Creature sensing chakra will sense a spike of activity equal to the technique's cost every time an illusion is created, but will be unable to determine what it was. After the period where the user may create or edit illusions, they cannot be altered unless the illusion itself is altogether dispelled.
Demonic Mirage: Phantasmal Torture Technique

* **Type:** Genjutsu

**Subtype:**

**Rank:** 7

**Complex:** A-Class

* **Learn DC:** 22

**Learn Success:** 6

**Perform DC:** 24

**Perform Rank:** 10

* **Time:** 1 attack action

**Range:** Touch

**Area:**

**Duration:** 1 round/2 levels (D)

* **Description:** Upon falling victim to this technique, the subject will writhe in pain as flesh is ripped from its body and raw flesh is burned and torn away from the bones, all inside its mind. This horrible technique deals 1d4+1 points of damage per round to the subject and imposes a cumulative -1 penalty to skill checks, ability checks and attack rolls that increases by 1 each round (maximum -8) and goes away at the rate of 1 point per round once the technique expires. If the target is reduced to 0 hit points, the technique will not damage it further, but instead it will become disabled, but unable to act for as long as the technique is in effect. This extremely painful technique is understandably forbidden, but very popular during torture, which it tends to render excessively easy. It can be dispelled.
Hiten Mitsurugi Style - Double Dragon Flash

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 4

**Complex:** C-Class

* **Learn DC:** 17

**Learn Success:** 2

**Perform DC:** 17

**Perform Rank:** 5

* **Time:** 1 full-attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** Using this technique, the user makes a full-attack action against a single creature, and gains an additional attack at his highest attack bonus against it. All attacks made during this round suffer a -2 penalty. This technique's effect do not stack with other non- permanent bonus attacks (ie, other techniques that grant additional attacks outside of speed ranks). Material Focus: The user's katana, or large katana.
Exploding Clay

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 13

**Complex:** S-Class

* **Learn DC:** 29

**Learn Success:** 7

**Perform DC:** 33

**Perform Rank:** 17

* **Time:** 1 attack action

**Range:** 5 feet

**Area:**

**Duration:** 1 round/level (or until discharged)

* **Description:** Created by the master sculptor and shinobi Deidara, this technique allows the user to use the finesse and depth of his art to create tiny animated Clay figures. The sculptures can take upon any form, from a bird to a spider, and always carry a nasty surprise in explosive form. To create the sculpture, the user needs 3 pounds of clay per size category above Tiny (minimum 3 pounds, maximum Medium-sized) and costs 2 point of Chakra per d8 of the explosion. Each size has the following limitations: - Tiny (3 pounds): A tiny sculpture must occupy the square of a creature to deal any damage, as it deal up to 7d8 point of fire damage in a 5-ft. radius burst. The tiny sculpture has a +15 bonus to Hide and Move Silently checks, a Chakra Pool equal to 2 times the number of d8 it carries in its explosion, a defense of 17 and 6 hit points. - Small (6 pounds): A small sculpture can carry up to 50 pounds of material and may deal up to 9d8 point of fire damage in a 10-ft.-radius burst. It has a +9 bonus to Hide and Move Silently checks, a chakra pool equal to two times the number of d8 it carries in its explosion, a defense of 14 and 9 hit points. - Medium-sized (9 pounds): A Medium-sized sculpture can carry up to 300 pounds of material and may deal up to 11d8 point of fire damage in a 20-ft-radius burst. It has a +4 bonus to Hide and Move Silently checks, a chakra pool equal to two times the number of d8 it carries in its explosion, a defense of 11 and 17 hit points. All damage suffered by the explosions can be halved with a successful Reflex save. Each sculpture moves at a speed of 30 feet per round and acts on the user's mental directions only. It cannot be taken over or affected by any mind-affecting effects, and is immune to all conditions, as well as sneak attacks and critical hits. By spending three times the required amount of clay, the user can create a flying sculpture that can move at a flying speed of 30 feet, with a clumsy maneuverability. The user may set off the explosion of the sculpture, as long as it remains within sight, as a free action. Once destroyed or when the duration expires, the sculpture reverts back to inanimate, harmless clay. Expendable Components: A mass of clay of the specified weight to create the sculpture.
Hades' Breath Technique

* **Type:** Ninjutsu

**Subtype:** Fuuton

**Rank:** 4

**Complex:** C-Class

* **Learn DC:** 17

**Learn Success:** 2

**Perform DC:** 17

**Perform Rank:** 5

* **Time:** 1 attack action

**Range:** 30 feet

**Area:** Cone-shaped burst

**Duration:** Instantaneous

* **Description:** Upon completion of this technique, the user breathes out a large cone of putrid air so horrible that it even burns and melts everything it touches. Every creature caught in the area of effect suffer 3d6 points of fire damage and 1d6 points of acid damage, which can be halved with a successful Reflex save. In addition, any creature caught in the breath must make a fortitude save or be knocked back 1d4x5 feet. This technique will damage unattended objects and set fire to combustibles.
Fright Technique

* **Type:** Genjutsu

**Subtype:** Doujutsu

**Rank:** 1

**Complex:** D-Class

* **Learn DC:** 13

**Learn Success:** 1

**Perform DC:** 12

**Perform Rank:** 1

* **Time:** 1 attack action

**Range:** Melee Touch

**Area:**

**Duration:** 1 round/level (D)

* **Description:** Using this technique, the user is able to lead the subject into believing something is wrong, and shake their beliefs a little. The target makes a Will save to avoid suffering a -1 penalty to attack rolls and skill checks for the duration of the technique due to a minor Genjutsu-induced fright. This technique can be dispelled.
Air Current Weapon Concealment Technique

* **Type:** Ninjutsu

**Subtype:** Fuuton

**Rank:** 7

**Complex:** B-Class

* **Learn DC:** 21

**Learn Success:** 3

**Perform DC:** 22

**Perform Rank:** 9

* **Time:** 1 attack action

**Range:** 0 feet

**Area:**

**Duration:** 1 round/level or until discharged (D)

* **Description:** The user is able to create a distortion in the air around his weapon, concealing it from sight. The concealment lasts for up to 1 attack per 4 levels, maximum 5, whether the attack hits or misses. The target must succeed a Spot check (DC 20 or attack roll, whichever is lower) or lose its Dexterity bonus to defense, even if the target can See Chakra or See Through Chakra. The charges can also be released as free action upon impact. If the user makes an attack with the weapon and discharges the technique, the attack does not benefit from the concealment effect but deals 1d6 points of wind damage per concealment 'charges' (assuming one attack consumes one charge) left to the technique if it hits, not multiplied on a critical hit. Material Focus: Held melee weapon.
Flying Swallow Technique: First Step

* **Type:** Ninjutsu

**Subtype:** Fuuton

**Rank:** 4

**Complex:** C-Class

* **Learn DC:** 17

**Learn Success:** 3

**Perform DC:** 17

**Perform Rank:** 5

* **Time:** 1 move-equivalent action

**Range:** Personal

**Area:**

**Duration:** 1 round/level (D)

* **Description:** The user channels wind chakra in his held weapons, which must have a containment weapon seal to be affected. The user gains a +1 competence bonus on attack rolls with the affected, but blind creatures or a creature that can See Chakra or See Through Chakra is unaffected. If the user is disarmed, he loses the bonus for the weapon until he use the technique again. The weapon counts as though it was chakra-enhanced for the purpose of bypassing damage reduction. Material Focus: The user's bladed weapons, with a containment weapon seal.
Hand-to-Hand: Secret Skill - Combo Starter

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 3

**Complex:** C-Class

* **Learn DC:** 16

**Learn Success:** 2

**Perform DC:** 16

**Perform Rank:** 4

* **Time:** 1 attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** The user focuses his mind and body into a single path and paves the way to ensure the success of his follow-up move. The user makes a melee touch attack against an opponent. If it hits, the opponent loses his Dexterity bonus to Defense until attacked, as well as its next turn. The subject recovers its Dexterity bonus to defense when next attacked. The user's next attack or technique must be designated as its main focus and have the subject as the primary target. If the follow-up is a Taijutsu technique, the perform check is automatically a success. If the subject dies or is moved away from the user's direct attack range (for instance, if the target cannot be reached with a 5-foot step or with a free action), the user is unable to take his next turn. When performing this technique, the user is considered flat-footed until his next action. If the follow-up move is performed in the same round as Rendan Kidouki, the subject does not lose his next turn. The subject cannot be affected by this technique more than once every 3 rounds.
Fire Dragon Projectile

* **Type:** Ninjutsu

**Subtype:** Katon

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 20

**Learn Success:** 3

**Perform DC:** 21

**Perform Rank:** 8

* **Time:** 1 attack action

**Range:** Medium (20 ft. + 10 ft./2 levels)

**Area:** 5-ft.-wide line (S)

**Duration:** Instantaneous

* **Description:** This mid-level katon has the user shoot a long stream of fire from his mouth, shaped in the form of a furious, nimble fire dragon. Any creature caught in the area of effect suffer 4d10 point of fire damage unless they succeed a Reflex save to take only half damage instead. The technique's range cannot exceed 60 feet.
Bloodlust Technique

* **Type:** Genjutsu

**Subtype:** Compulsion

**Rank:** 8

**Complex:** B-Class

* **Learn DC:** 22

**Learn Success:** 3

**Perform DC:** 23

**Perform Rank:** 10

* **Time:** 1 attack action

**Range:** Close (10 ft. + 5 ft./2 levels)

**Area:** 30-foot radius emanation (S)

**Duration:** 1 round/level

* **Description:** This powerful Genjutsu seeps deeply into the mind of its targets, waking the more feral instincts of a creature and instilling a powerful bloodlust in them. Every target of this technique must succeed a Will save or indulge to the bloodlust and automatically attack the nearest creature, regardless of its status or strength until it dies or the duration expires. In addition, any creature falling prey to this technique gain a +2 morale bonus to Will saves, Strength and Constitution scores and suffer a -2 penalty to Defense for the duration of the technique. Because of the strong instincts are interfering with their concentration, the affected creatures will not be able to use any Charisma-, Dexterity- or Intelligence- based skill (except for Balance, Escape Artist, Intimidate, and Ride), the Chakra Control and Concentration skills, or any abilities that require patience or concentration. Creatures with an Intelligence score of 3 or lower do not get a save to resist this technique.
Hand-to-Hand: Iron Fist - Leaf's Violent Wind

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 2

**Complex:** D-Class

* **Learn DC:** 14

**Learn Success:** 1

**Perform DC:** 13

**Perform Rank:** 2

* **Time:** 1 attack action

**Range:** Touch

**Area:**

**Duration:** Instantaneous

* **Description:** The user makes a trip attempt that does not provoke an attack of opportunity. If the trip attempt was successful, he gains an attack of opportunity against this opponent. The user suffers a -4 penalty to Learn checks with this technique without the Gouken feat.
Flying Water Needles Technique

* **Type:** Ninjutsu

**Subtype:** Hyouton

**Rank:** 7

**Complex:** A-Class

* **Learn DC:** 22

**Learn Success:** 4

**Perform DC:** 24

**Perform Rank:** 10

* **Time:** 1 attack action

**Range:** Close (10 ft. + 5 ft./2 levels)

**Area:** 5-foot square (see text)

**Duration:** Instantaneous

* **Description:** The user creates Ice Needles made from water found nearby. It surrounds the targeted square, and every creature caught in the targeted area suffers 2d4 points of damage, half of which is cold, and the other piercing. In addition, the user may decide to target a 10- foot square instead, but the damage dealt by the technique will be halved.
* **Empower:** The user may increase the damage by 1 die at the cost of one point of Chakra, but thedamage may not exceed 1d4 per character level or hit dice of the user (up to 10d4).Material Focus: The user must have enough water nearby to form the needles. A needle(the equivalent of a die of damage) requires 10 ml of water.
Menaphit

Menaphit är en människoras som en gång bebodde hela Kharidia. De levde i öknen i tusentals år och är bland de äldsta överlevande människogrupperna i Yatar.

Ingen vet någonting om de första Menaphitstäderna men städerna Ullek och Uzer sägs ha bebotts av en del Menaphiter. Efter Zaros tappat sin kraft och lämnat Yatar så spreds Menaphiterna över hela Kharidia. Uzer och Ullek föll till Eris demoner och Menaphiterna var temporärt hemlösa. De flydde norrut och skapade Menaphos och Sophanem. Flyktingar från Ullek, Uzer och andra ställen i öknen kom hit och började hjälpa till att bygga upp städerna. De byggde tempel till gudarna och erbjöd kunskap i hantverk och krig. Snart var Menaphos och Sophanem Menaphiternas största huvudstäder.

Nyligen så har Sophanem blivit drabbad av en hemsk pest och tvingats hålla i karantän. Menaphos bestämde sig då för att stänga sina portar och försegla alla öppningar i rädsla för att pesten skulle komma in i staden.
Hypnotism Technique: Mind Blank Technique

* **Type:** Genjutsu

**Subtype:** Phantasm

**Rank:** 5

**Complex:** B-Class

* **Learn DC:** 19

**Learn Success:** 3

**Perform DC:** 20

**Perform Rank:** 7

* **Time:** 1 attack action

**Range:** Close (10 ft. + 5 ft./2 levels)

**Area:**

**Duration:** 1 round/level (D)

* **Description:** This harmful genjutsu ensnares the target's mind, and makes it completely oblivious to the user's presence. He cannot smell him, hear him or see him. If the target decides to fight the user, treat him as an Invisible opponent. The user benefits from total concealment towards the target, and does not provoke an attack of opportunity by moving in and out of its threatened area. This technique can be dispelled, and is completely nullified by the Kaigan technique. If the user attacks or causes harm to the subject, the technique ends.
Focused Water Dragon Fang

* **Type:** Ninjutsu

**Subtype:** Suiton

**Rank:** 12

**Complex:** A-Class

* **Learn DC:** 26

**Learn Success:** 4

**Perform DC:** 29

**Perform Rank:** 15

* **Time:** 1 attack action

**Range:** Medium (20 ft. + 10 ft./2 levels)

**Area:**

**Duration:** Instaneaneous

* **Description:** See Godai Ransatsu: Nidan Jutsu technique.
Hidden Verse Technique

* **Type:** Genjutsu

**Subtype:** Phantasm

**Rank:** 2

**Complex:** D-Class

* **Learn DC:** 14

**Learn Success:** 1

**Perform DC:** 13

**Perform Rank:** 2

* **Time:** 1 full-round action, 10 minutes or 20 minutes (see text)

**Range:** Melee Touch

**Area:**

**Duration:** 8 hours/level (D)

* **Description:** This technique can do one of two things: wipe an object of text completely using a simple illusion, or forge a document of simple or moderate complexity by weaving complex illusion with the Forgery skill (see Forgery skill, perform time 10 minutes for simple forged documents, and 20 minutes for moderate documents). It was used to carry messages from shinobi to shinobi in the middle ages, before the mundane learned how to harness the power of chakra. The illusion radiates a faint signature when Sensing Chakra and coming in contact with it. A Chakra Control check (DC 15) and spending 1 point of chakra will dispel the illusion and reveal the object for what it is.
Hypnotism Technique: Shadow Incarnation Technique

* **Type:** Genjutsu

**Subtype:** Doujutsu

**Rank:** 9

**Complex:** A-Class

* **Learn DC:** 24

**Learn Success:** 6

**Perform DC:** 26

**Perform Rank:** 12

* **Time:** 1 full-round action

**Range:** Close (10 ft. + 5 ft./2 levels)

**Area:**

**Duration:** 1 round/level (D)

* **Description:** With this powerful, though sadly lost, kinjutsu, the user is able to create a residual image of himself constantly appearing to the right of the subject, no matter where he looks, making it appear as though he was using a strong teleportation technique or extremely fast movements. His own image being erased from the subject's mind grants the user total concealment for the duration of the technique. The subject will be unable to see or hear the user, but will still be able to use his Scent to good effect (assuming the user's scent is not concealed).
Armed Technique: Powerful Blow

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 3

**Complex:** C-Class

* **Learn DC:** 16

**Learn Success:** 2

**Perform DC:** 16

**Perform Rank:** 4

* **Time:** 1 attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** The user makes a single melee attack with his held weapon. If it hits, it deals an weapon damage plus 1d6 points of damage every 3 levels if it hits (maximum 3d6, not multiplied on a critical hit.) If the attack hit, the target must also make a Fortitude save to avoid being knocked prone. Material Focus: The user's held weapon.