recursal/Fanatic-Fandom huggingface dataset:
CC Survived

## Hardship Result: Survived

If you scored a **Dilemma** (one Step less than the Difficulty) on your Hardship Test, then you managed to muddle through the challenges that you encountered growing up. You did not exactly excel, but neither did you flounder your life circumstances.

### Effects

Increase one Attribute by 1, and increase three Skills by 1.

## Next Step

With your Hardship resolved and its effects added to your stats, move on to **Further Education**.
CC FC Early Education

## Early Education

Most youths in Grienzland attend free, Preusvian-style primary schooling until age 10, but there are still those who do not attend due to life circumstances and social class. Additionally, many Fey Cats choose to teach their children independently, as they are still quite reserved and have yet to as thoroughly integrate into Grienzen society as many of the other races. Colonial citizens have to resort to other options, and the children of the poorest citizens often fall into other pursuits out of desperation or impatience.

### Selection Methods

There are five methods to determine the nature of your Early Education:

* **Default**: Choose Family-Mentored.
* **Intentional**: Choose your Early Education.
* **Creative**: Make one of your own following the listed Effects (get GM approval).
* **Random**: Roll a d6 and subtract 1.
* **Comprehensive**: Roll Early Education dice pool from Social Class. Count each dice that rolls a 6 or higher as an "Advance," and find the row that matches the number of Advances rolled.

### Effects

Increase three Attributes by 1 and either increase five Skills by 1 or increase four Skills by 1 and gain a Talent.

## Next Step

With your Early Education selected and your childhood's effects added to your base stats, move on to **Religion**.
CC Tundra Male Region

## Region

Most Wolfen enlisted in the Grienzen Imperial Army are from one of the Grienzen states but there are a few notable exceptions. Only a small number of Grienzen Tundra Wolfen moved to Amerrisque in the first place, but many who did decided to return to Uropa due to the rising tensions and inevitability of the upcoming war. Additionally some of the Wolfen who are citizens of Alemannia have enrolled in the Grienzen military as the only way to act on their desire to defend their kin in Grienzland against the Ascendancy of Man.

While the majority of people live within the same region where they were born, recent advances in transportation technology have facilitated more relocation now than ever before. As a general rule, the region you select in this stage is the one where you were born, raised, and lived until enlisting in the army. The primary exceptions to this are if your parents are if you undergo Relocation during the **Hardship**.

### Selection Methods

There are two methods to determine your Region:

* **Intentional**: Choose your Region
* **Random**: Roll a d100

### Effects

Increase two Attributes by 1, and one Skill by 1 or take a Talent.

## Next Step

With your Region selected and your regional characteristic differences added to your base stats, move on to **Social Class**.
CC CaB Early Existence

## Early Existence

After the formation of a Cave Burrower's Jewel Heart within the ground, the Burrower's physically-manifested body will materialize over the next decade or so. During this time, the Mountain Mouse's level of activity can vary greatly, as some sleep for most of it, and others get right to experimenting with metalworking, or exploring out onto the overland.

Eventually, this infancy will end for any Burrower who winds up joining society, but during this stage you will choose how your first years were spent.

### Selection Methods

There are four methods to determine the nature of your Early Existence:

* **Random**: Roll d6 and subtract 1.
* **Intentional**: Choose your Early Existence.
* **Creative**: Make one of your own following the listed Effects (get GM approval).
* **Comprehensive**: Roll Early Existence dice pool from Birthplace. Count each dice that rolls a 6 or higher as an "Advance," and find the row that matches the number of Advances rolled.

### Effects

Increase three Attributes by 1 and increase five Skills by 1.

## Next Step

With your Early Existence selected and your upbringing's effects added to your base stats, move on to **Religion**.
CC CiB Jewel Heart

## Jewel Heart

Every **Burrower** has a physical core that acts as an anchor for her physical manifestation in the world. This Jewel Heart takes the form of a brilliant gemstone containing the Essence construct of a Burrower's soul, and as such it is the most vital possession a Burrower owns. Its destruction constitutes the death of a Burrower, and unless destroyed she is able to regenerate her body over time even if completely obliterated.

In accordance with their close connection with Humanity, a City Burrower's Jewel Heart takes on the form of a stone with a special connection to the beliefs of Human civilization. These were historically most often formed beneath a Human house after collecting enough ambient Essence from the family living there, manifesting a Spirit Hare to tend to the domestic spiritual wellbeing of the abode and those who dwell in it. In the modern day, a House Rabbit's Jewel Heart can be moved through careful excavation so as to not risk her death if the building is ever demolished or becomes abandoned.

### Selection Methods

There are two methods to determine your Jewel Heart:

* **Intentional**: Choose your Jewel Heart
* **Random**: Roll a d8

### Effects

Increase two Attributes by 1, and two Skills by 1.

## Next Step

With your Jewel Heart selected and your parent's influences added to your stats, move on to **Traits**.
Andrew Hansen

**Andrew Hansen** is an Australian comedian, actor and writer best known as a member of the satirical comedy group The Chaser (alongside Chris Taylor). He plays the recurring role of D.E.P.A.R.T.M.E.N.T. scientist and engineer Horatio Gray in *Night Terrace*.

## Appearances

### As **Horatio Gray**

* *Night Terrace* season one
	+ "Moving House" (cameo)
* *Night Terrace* season two
	+ "Ancient History" (cameo)
	+ "The Edification of Anastasia Black"
	+ "The Retirement of Horatio Gray"
	+ "Home Again"
* *Horatio's Travels*
	+ "Relativity"
	+ "History"
	+ "The Houseguests"
	+ "Settling Down"

## External links

* Andrew Hansen on *The Internet Movie Database*
* @andrewjhansen on Twitter
CC H Surrendered

## Hardship Result: Surrendered

If you scored a **Failure** (not enough Advances for a Dilemma, i.e. two or fewer Advances than Difficulty) or a **Disaster** (zero or fewer Advances) on your Hardship Test, then you were defeated by the challenges that life laid upon your shoulders. You gave in to temptation, you failed to rise to the challenge, and your life suffered significantly as a result. The only upside is that you learned some very hard lessons as a result of what you had to go through.

Each result has two options, **A** or **B**, and you may select whichever is more to your liking. If you would like to choose it randomly, roll a d2 with a result of 1 being **A**, and a result of 2 being **B**.

### Effects

Decrease one Attribute by 1, increase one Attribute by 1. Choose one of the three listed Skills to increase by 2, and increase the other two Skills by 1.

And finally, **gain a Talent [ADD HYPERLINK]** in the Skill you chose to increase by 2.

## Essenetic Prosthesis

As a child, you lost a body part, and would have been rendered crippled were it not for the burgeoning field of artificial, magically-powered prosthetic replacements. This new technology has been termed "Essenetics" as a shorthand for Essence-driven prosthetics, due to its use of Essence to power and control the artificial limb. By whatever means, some benefactor made sure that you were able to be equipped with a custom-made Essenetic replacement for the part you lost, and it completely changed the course of your life.

### Selection Methods

There are three methods of determining which body part you lost due to your severe Injury:

* **Intentional**: Choose a Replaced Body Part (get GM approval)
* **Comprehensive**: Roll a d10 and add Parents' Social Class divided by 2 (round up).
* **Random**: Roll a d14 and add 1.

### Effects

Gain one **Essenetic Prosthesis** and the abilities it grants. Increase one **Vitality** by 1.

 8-11
 12-13
 14
 15

## Next Step

With your Hardship resolved and its effects added to your stats, move on to **Further Education**.
CC MB Traits

## Traits

Although Meadow Burrowers are born of ambient Essence that collects in fields and forest clearings, and as such do not have parents from whom to inherit genes, they still stand out as individuals due to an unknown means of differentiating them from the baseline. This is theorized to be effected by the types of plant life near where their Jewel Heart formed, but it is not confirmed.

Regardless of what causes them, Traits are noticeable quirks or qualities about you, and can be either physical or behavioral in nature.

### Selection Methods

There are three methods to determine your Traits, and they can be mixed and matched as desired:

* **Intentional**: Choose your two Traits
* **Random**: Roll a d50 (or a d100 and divide by 2, rounding up) twice
* **Creative**: Create your own Trait(s) following the listed Effects below, pending GM approval

### Effects

Two separate increases of two Attributes by 1 or one Attribute by 2, and two Skills by 1.

A single Attribute **may not be increased by more than 2** through Traits. If the effects of both Traits would apply more than 2 to a single Attribute, instead divert those bonuses onto another Attribute of your choosing.

## Next Step

With your Traits selected and the effects of your personal quirks added to your stats, move on to **Early Existence**.
CC RC Class

## Social Class

The industrialization of the world has not erased the previous class distinctions of feudalism, but it has lead to the development of more classes to deal with the changing face of socioeconomic conditions. While there is considerable class mobility, many follow in their parents’ footsteps, and the opportunities a child is presented with later in life are heavily influenced by the means available to their parents to provide for them.

### Selection Methods

There are two methods to determine your Social Class:

* **Intentional**: Choose your Social Class. If you choose Lower or Upper Nobility, you must clear your character concept with the Game Master.
* **Random**: Roll a d100. If you receive a result of "Region-Specific," click on the link to that page.

### Effects

Increase two Attributes by 1. Social Class also confers the Early Education dice pool which can be used during that phase of character creation, so make a note of them.

## Next Step

With your Social Class selected and your Class influences added to your base stats, move on to **Eye Color**.
CC NR Traits

## Traits

Although just recently discovered within the past 25 years, the existence of genes has played a major role in understanding why children taken after their parents so reliably. As such, not only are you shaped by your Race and your Heritage, you have also inherited specific Traits from your parents, which play a role in determining how you develop in life. These Traits are noticeable quirks or qualities about you, and are often to some degree both physical and behavioral in nature.

### Selection Methods

There are three methods to determine your Traits, and they can be mixed and matched as desired:

* **Intentional**: Choose your two Traits
* **Random**: Roll a d50 (or a d100 and divide by 2, rounding up) twice
* **Creative**: Create your own Trait(s) following the listed Effects below, pending GM approval

### Effects

Two separate increases of two Attributes by 1 or one Attribute by 2, and two Skills by 1.

A single Attribute **may not be increased by more than 2** through Traits. If the effects of both Traits would apply more than 2 to a single Attribute, instead divert those bonuses onto another Attribute of your choosing.

## Next Step

With your Traits selected and the effects of your genetic quirks added to your stats, move on to **Early Education**.
CC Ice Dragon Region

## Region

Nearly all Dragon Daughters serving in the Grienzen Imperial Army have are from one of the Grienzen states but there are a few exceptions. A considerable number of the Dragon Daughters who are citizens of the countries of Alemannia, Ledzianie, and Bielajaros have enrolled in the Grienzen military as the only way to act on their desire to oppose the expansion of Ascendancy of Man that might overtake their own countries.

Very few Dragon Daughters ever leave the Region where they were born and raised, but a small number eventually do. Often this is a move to a human city in search of opportunity or work, but rarely this might be to a different Region.

### Selection Methods

There are two methods to determine your Region:

* **Intentional**: Choose your Region
* **Random**: Roll a d100

### Effects

Increase one Attribute by 1, and one Skill by 1 or gain a Talent.

## Next Step

With your Region selected and your regional characteristic differences added to your base stats, move on to **Social Class**.
CC Royal Cat Male Region

## Region

Very few male Royal Cats exist in the first place, let alone having joined the Grienzen Imperial Army, but there are some who have due to their capabilities. In those cases they usually take the role of officers or special operatives, and as such most of them come from the Grienzen states and are citizens. There are next to no exceptions, with the extremely uncommon case of citizens of Alemannia have enrolled in the Grienzen military as the only way to act on their desire to defend their kin in Grienzland against the Ascendancy of Man.

Fey Cats have no particular connection to the Regions in which they live at the moment aside from Ifrania, though those who live there are extremely unlikely to join the military effort. Even still, there isn't a significant motivation to relocate to a new Region after emigrating to Grienzland outside of occasional opportunities in invitations to join aristocratic courts. Due to their ancient civilizational momentum, Fey Cats are not changed by what Region they live in, but they do pick up knowledge based on where they live now. As such, their Region gives them 1 Skill or Talent.

### Selection Methods

There are two methods to determine your Region:

* **Intentional**: Choose your Region
* **Random**: Roll a d100

### Effects

Increase one Skill by 1 or take a Talent.

## Next Step

With your Region selected and your regional characteristic differences added to your base stats, move on to **Social Class**.
Relativity

***Relativity*** is the second episode of the mini-series *Horatio's Travels*.

## Synopsis

It is 1914, Horatio has dropped into a library to check on some things and has been caught correcting some text books. Aware that changing the course of history probably isn't something he should do, but changing one line...that probably doesn't matter, or in this case a professor's lecture hall.

### Guest stars

* Lee Zachariah as Marvin Einstein
* Troy Larkin as the Professor

## Notes

* There is a reference to *Back to the Future* with Marvin's lines referencing Marvin Berry's lines in the films.
* The setting of this episode as the University of Zurich isn't said in this episode's dialogue, but is confirmed in the following episode "History".

### Continuity

* Horatio mentions Newtonian gravity as he starts to explain what he was correcting in the books.

## External links

* Bandcamp - Splendid Chaps Productions | ***Relativity***

## References

 **Season One**
 **Season Two**
*Things That Go Bump in the Night Terrace* · *Ancient History*
 **Specials**
 **Hello! My Name is Eddie**
 **Night Your Own Terrace**
 **Horatio's Travels**
*Messages*
CC CaB Birthplace

## Stone Cradle

Burrowers are not born to parents, but instead are made of coalesced environmental Essence. This spirit energy gathers in several sorts of places, but Cave Burrowers specifically are born of the ancient, gradually-accumulating Essence that settles into deep rocky recesses. The exact nature of the stone surrounding where a Mountain Mouse's **Jewel Heart** forms has a considerable influence on her early upbringing, as well as having a small impact on her demeanor when fully matured.

### Selection Methods

There are four methods to determine your Birthplace:

* **Intentional**: Choose your Birthplace.
* **Random**: Roll a d6.
* **Comprehensive**: Roll a d12. For results of 7 or higher, move on to the Region-Specific Birthplace Table below.
* **Creative**: Create your own Birthplace following the listed Effects below, pending GM approval.

### Effects

Increase two Attributes by 1. Birthplace also confers the Early Existence dice pool which can be used during that phase of character creation, so make a note of them.

### Region-Specific Birthplace Table

For a roll of 7 or higher on the d12, consult the column that matches the region you are from, and use the result from the original roll to determine your Birthplace. Then consult the table above to find the matching effects.

## Next Step

With your Stone Cradle selected and your Birthplace's influences added to your base stats, move on to **Jewel Heart**.
CC LD Class

## Social Class

The industrialization of the world has not erased the previous class distinctions of feudalism, but it has lead to the development of more classes to deal with the changing face of socioeconomic conditions. While there is considerable class mobility, many follow in their parents’ footsteps, and the opportunities a child is presented with later in life are heavily influenced by the means available to their parents to provide for them.

### Selection Methods

There are two methods to determine your Social Class:

* **Intentional**: Choose your Social Class. If you choose Lower or Upper Nobility, you must clear your character concept with the Game Master.
* **Random**: Roll a d100. If you receive a result of "Region-Specific," click on the link to that page.

### Effects

Increase one Attribute by 1. Social Class also confers the Early Education dice pool which can be used during that phase of character creation, so make a note of them.

## Next Step

With your Social Class selected and your Class influences added to your base stats, move on to **Draconic Features**.
CC Fire Dragon Region

## Region

Nearly all Dragon Daughters serving in the Grienzen Imperial Army have are from one of the Grienzen states but there are a few exceptions. A considerable number of the Dragon Daughters who are citizens of the countries of Alemannia, Ledzianie, and Bielajaros have enrolled in the Grienzen military as the only way to act on their desire to oppose the expansion of Ascendancy of Man that might overtake their own countries.

Very few Dragon Daughters ever leave the Region where they were born and raised, but a small number eventually do. Often this is a move to a human city in search of opportunity or work, but in extremely rare circumstances this might be to a different Region.

### Selection Methods

There are two methods to determine your Region:

* **Intentional**: Choose your Region
* **Random**: Roll a d100

### Effects

Increase one Attribute by 1, and one Skill by 1 or gain a Talent.

## Next Step

With your Region selected and your regional characteristic differences added to your base stats, move on to **Social Class**.
CC TW Class

## Social Class

The industrialization of the world has not erased the previous class distinctions of feudalism, but it has lead to the development of more classes to deal with the changing face of socioeconomic conditions. While there is considerable class mobility, many follow in their parents’ footsteps, and the opportunities a child is presented with later in life are heavily influenced by the means available to their parents to provide for them.

### Selection Methods

There are two methods to determine your Social Class:

* **Intentional**: Choose your Social Class. If you choose Lower or Upper Nobility, you must clear your character concept with the Game Master.
* **Random**: Roll a d100. If you receive a result of "Region-Specific," click on the link to that page.

### Effects

Increase two Attributes by 1. Social Class also confers the Early Education dice pool which can be used during that phase of character creation, so make a note of them.

## Next Step

With your Social Class selected and your Class influences added to your base stats, move on to **Familial Myth**.
CC HHVa Class

## Social Class

The industrialization of the world has not erased the previous class distinctions of feudalism, but it has lead to the development of more classes to deal with the changing face of socioeconomic conditions. While there is considerable class mobility, many follow in their parents’ footsteps, and the opportunities a child is presented with later in life are heavily influenced by the means available to their parents to provide for them.

### Selection Methods

There are two methods to determine your Social Class:

* **Intentional**: Choose your Social Class. If you choose Lower or Upper Nobility, you must clear your character concept with the Game Master.
* **Random**: Roll a d100. If you receive a result of "Region-Specific," click on the link to that page.

### Effects

Increase two Attributes by 1. Social Class also confers the Early Education dice pool which can be used during that phase of character creation, so make a note of them.

## Next Step

With your Social Class selected and your Class influences added to your base stats, move on to **Traits**.
CC HHP Class

## Social Class

The industrialization of the world has not erased the previous class distinctions of feudalism, but it has lead to the development of more classes to deal with the changing face of socioeconomic conditions. While there is considerable class mobility, many follow in their parents’ footsteps, and the opportunities a child is presented with later in life are heavily influenced by the means available to their parents to provide for them.

### Selection Methods

There are two methods to determine your Social Class:

* **Intentional**: Choose your Social Class. If you choose Lower or Upper Nobility, you must clear your character concept with the Game Master.
* **Random**: Roll a d100. If you receive a result of "Region-Specific," click on the link to that page.

### Effects

Increase two Attributes by 1. Social Class also confers the Early Education dice pool which can be used during that phase of character creation, so make a note of them.

## Next Step

With your Social Class selected and your Class influences added to your base stats, move on to **Traits**.
CC NR Early Education

## Early Education

Most youths in Grienzland attend free, Preusvian-style primary schooling until age 10, but there are still those who do not attend due to life circumstances and social class. Colonial citizens have to resort to other options, and the children of the poorest citizens often fall into other pursuits out of desperation or impatience.

### Selection Methods

There are four methods to determine the nature of your Early Education:

* **Intentional**: Choose your Early Education. Note: if you do not select Preusvian Primary Schooling, you must provide a good explanation for doing so in your Background Summary.
* **Creative**: Make one of your own following the listed Effects (get GM approval).
* **Random**: Roll a d6 and subtract 1.
* **Comprehensive**: Roll Early Education dice pool from Social Class. Count each dice that rolls a 6 or higher as an "Advance," and find the row that matches the number of Advances rolled.

### Effects

Increase three Attributes by 1 and either increase five Skills by 1 or increase four Skills by 1 and gain a Talent.

## Next Step

With your Early Education selected and your childhood's effects added to your base stats, move on to **Religion**.
CC Forest Female Region

## Region

Most Wolfen enlisted in the Grienzen Imperial Army are from one of the Grienzen states but there are a few notable exceptions. A sizable number of Forest Wolfen who took a ship to Amerrisque to start a new life decided to return to Uropa due to the rising tensions and inevitability of the upcoming war. Additionally some of the Wolfen who are citizens of Alemannia have enrolled in the Grienzen military as the only way to act on their desire to defend their kin in Grienzland against the Ascendancy of Man.

While the majority of people live within the same region where they were born, recent advances in transportation technology have facilitated more relocation now than ever before. As a general rule, the region you select in this stage is the one where you were born, raised, and lived until enlisting in the army. The primary exceptions to this are if your parents are if you undergo Relocation during the **Hardship**.

### Selection Methods

There are two methods to determine your Region:

* **Intentional**: Choose your Region
* **Random**: Roll a d100

### Effects

Increase two Attributes by 1, and one Skill by 1 or take a Talent.

## Next Step

With your Region selected and your regional characteristic differences added to your base stats, move on to **Social Class**.
Quantum paint

Created by Auguste Night and based on quantum foam **quantum paint** looked like...paint. Auguste purchased a set of Victorian terrace houses in Melbourne in the 1950s or 1960s and covered them in her quantum paint, creating the Night Terraces, which were in part based on the theory that if particles could travel through barriers, then why not something larger like a house? (*NT* One: "Home")
CC FW Class

## Social Class

The industrialization of the world has not erased the previous class distinctions of feudalism, but it has lead to the development of more classes to deal with the changing face of socioeconomic conditions. While there is considerable class mobility, many follow in their parents’ footsteps, and the opportunities a child is presented with later in life are heavily influenced by the means available to their parents to provide for them.

### Selection Methods

There are two methods to determine your Social Class:

* **Intentional**: Choose your Social Class. If you choose Lower or Upper Nobility, you must clear your character concept with the Game Master.
* **Random**: Roll a d100. If you receive a result of "Region-Specific," click on the link to that page.

### Effects

Increase two Attributes by 1. Social Class also confers the Early Education dice pool which can be used during that phase of character creation, so make a note of them.

## Next Step

With your Social Class selected and your Class influences added to your base stats, move on to **Familial Myth**.
The Retirement of Horatio Gray

***The Retirement of Horatio Gray*** is the seventh episode of the second series of *Night Terrace*.

## Synopsis

Eddie finds himself in a terrace house owned by Horatio Gray - a house that unexpectedly travels randomly through time.

But have Eddie’s travels with Anastasia prepared him to be the adult in this time travelling house?

## Cast and characters

* Jackie Woodburne as Anastasia Black
* Ben McKenzie as Eddie Jones
* Petra Elliott as Susan Denholm

### Guest stars

* Andrew Hansen as Horatio Gray
* Stephen Hall as Francisco de Cuellar / Sir Francis Drake

## Notes

### Continuity

* Horatio's great, great, great, great, great, great, great, great, great, great, great, great, great, great, great, great, great, great grandmother Mary lives in the south of England.
* Horatio created a toilet tracker which detects toilets.
* Horatio has a child safe lidded bottle of fire pills that make the taker of two of them impervious to fire, it allows Eddie and him escape onto the English fire ship.

### Australian references

* For Horatio to go on his last journey he needs to dial the number you dial in an emergency - 000.

### Trivia

* Included in the Kickstarter extras for Season Two is a feature clip of a different accent for Sir Francis Drake.

## External links

* Bandcamp - Splendid Chaps Productions ***2.7 The Retirement of Horatio Gray***
* On the Terrace podcast: Greying History

## References

 **Season One**
 **Season Two**
*Things That Go Bump in the Night Terrace* · *Ancient History*
 **Specials**
 **Hello! My Name is Eddie**
 **Night Your Own Terrace**
 **Horatio's Travels**
*Messages*
CC Sea Hound Female Region

### Special Skill Note

**Sea Hounds** have not explored or learned Medicine in the same way as surface races have, due to their history of living underwater where surgery and medicine simply do not work the same way they do as on the surface. As such, they relied upon their own form of Racial magic known as **Water-Blood Affinity** to treat illnesses and injuries. Because of this, the Medicine Skill is instead used to represent control over the blood-based magic of Hematurgy, which can only be used if you have points in Medicine at the end of character creation.

## Region

Sea Hounds originate from beneath the water, and have only recently begun to immigrate in small numbers onto land. Only one major enclave has been founded in Upper Luthairingia, but there are small numbers of Sea Hounds living in several other coastal states. Interacting with humans has taught them new things, but their nature is still more affected by which body of water they hail from. Sea Hounds receive +1 to two Attributes and +1 to two Skills.

### Selection Methods

There are two methods to determine your Region:

* **Intentional**: Choose your Region
* **Random**: Roll a d100

### Effects

Increase two Attributes by 1, and two Skills by 1.

## Next Step

With your Region selected and your regional characteristic differences added to your base stats, move on to **Inherited Memory**.
CC HHT Class

## Social Class

The industrialization of the world has not erased the previous class distinctions of feudalism, but it has lead to the development of more classes to deal with the changing face of socioeconomic conditions. While there is considerable class mobility, many follow in their parents’ footsteps, and the opportunities a child is presented with later in life are heavily influenced by the means available to their parents to provide for them.

### Selection Methods

There are two methods to determine your Social Class:

* **Intentional**: Choose your Social Class. If you choose Lower or Upper Nobility, you must clear your character concept with the Game Master.
* **Random**: Roll a d100. If you receive a result of "Region-Specific," click on the link to that page.

### Effects

Increase two Attributes by 1. Social Class also confers the Early Education dice pool which can be used during that phase of character creation, so make a note of them.

## Next Step

With your Social Class selected and your Class influences added to your base stats, move on to **Traits**.
CC H Reason to Volunteer

## Reason To Volunteer

After graduating to the Fatherland Guard, expectations of your involvement in a war become far less pronounced, at least during the buildup to the first stages of the conflict. While your whereabouts were confirmed and you were told to stay on alert, you were not given mobilization orders. However, you took it upon yourself to request transfer to active duty anyway, deciding that you wanted to take part in the fight from the beginning. The motivation that pushed you to make this request has the greatest impact on your bearing in the line of duty.

### Selection Methods

There are three methods of picking a reason for volunteer for active duty:

* **Intentional**: Choose one.
* **Creative**: Make one of your own following the listed Effects (get GM approval).
* **Random**: Roll a d12.

## Next Step

At this point, refer back to the option you chose for your Magical Predisposition. This predisposition was found during mobilization screening, and you were sent off for special training as a result.

If you chose Paranatural Ability, move on to **Imperial War Mage Academy**.

If you chose Heavenly Gift, move on to **Ministry Corps Training**.
CC DD Traits

## Traits

Although just recently discovered within the past 25 years, the existence of genes has played a major role in understanding why children taken after their parents so reliably. As such, not only are you shaped by your Race and your Heritage, you have also inherited specific Traits from your parents, which play a role in determining how you develop in life. These Traits are noticeable quirks or qualities about you, and are often to some degree both physical and behavioral in nature.

### Selection Methods

There are three methods to determine your Traits, and they can be mixed and matched as desired:

* **Intentional**: Choose your two Traits
* **Random**: Roll a d50 (or a d100 and divide by 2, rounding up) twice
* **Creative**: Create your own Trait(s) following the listed Effects below, pending GM approval

### Effects

Two separate increases of two Attributes by 1 or one Attribute by 2, and two Skills by 1.

A single Attribute **may not be increased by more than 2** through Traits. If the effects of both Traits would apply more than 2 to a single Attribute, instead divert those bonuses onto another Attribute of your choosing.

## Next Step

With your Traits selected and the effects of your genetic quirks added to your stats, move on to **Early Education**.
CC CaB Early Education

## Early Education

Due to their small size and spiritual nature, Burrowers have been slow to join in traditional educational systems. Some of the knowledge they use to conduct their chosen professions appears to come to them naturally as if by instinct, though the more technical nature of a Cave Burrower's interest in smithing and forging items out of metal often requires the teaching of an older Cave Burrower in order to be successful. Very rarely (though increasing in recent years), Cave Burrowers will go to Human villages to learn more, often to discover the most recent advances in metallurgy.

### Selection Methods

There are four methods to determine the nature of your Early Education:

* **Default**: Choose Taught By Mother
* **Intentional**: Choose your Early Education
* **Creative**: Make one of your own following the listed Effects (get GM approval)
* **Comprehensive**: Roll Early Education dice pool from Social Class. Count each dice that rolls a 6 or higher as a Step, and find the row that matches the number of Steps rolled

### Effects

Increase three Attributes by 1 and either increase five Skills by 1 or increase four Skills by 1 and gain a Talent.

## Next Step

With your Early Education selected and your childhood's effects added to your base stats, move on to **Religion**.
CC NRC Class

## Social Class

The industrialization of the world has not erased the previous class distinctions of feudalism, but it has lead to the development of more classes to deal with the changing face of socioeconomic conditions. While there is considerable class mobility, many follow in their parents’ footsteps, and the opportunities a child is presented with later in life are heavily influenced by the means available to their parents to provide for them.

### Selection Methods

There are two methods to determine your Social Class:

* **Intentional**: Choose your Social Class. If you choose Lower or Upper Nobility, you must clear your character concept with the Game Master.
* **Random**: Roll a d100. If you receive a result of "Region-Specific," click on the link to that page.

### Effects

Increase two Attributes by 1. Social Class also confers the Early Education dice pool which can be used during that phase of character creation, so make a note of them.

## Next Step

With your Social Class selected and your Class influences added to your base stats, move on to **Arcane Heritage**.
Foodo 3000

**Foodo 3000** was a full function huger negation solution. It came in a range of textures and flavours and also played a happy tune when you eat them, they however scream when picked. (*NT* One: "The Outsourcing")

They come in a number of flavours including: pink (strawberry flavour), white (vanilla flavour), orange (barbecue flavour), green (guacamole flavour) and chartreuse. (*NT* One: "The Outsourcing")

## Behind the scenes

The scream the Foodo 3000 berries give off is the Wilhelm scream.
Beer

**Beer** was a beverage that was on the starship *Australis* in 2153. However by the time it arrived Borealia supplies were running low. (*NT* One: "Starship Australis")

According to Ärgerlich Stellvertreter a voucher for psychological counselling could be traded for beer at a shop he knew of. (*NT* Two: "The Edification of Anastasia Black")

## External links

* Beer at Wikipedia
* Beer at Tardis Data Core
Castle Night Terrace

Located in the centre of the castle on a feudal planet this **Night Terrace** had been in its location for hundreds of years, with the castle having been built around the house. (*NT* Two: "A Verb of Nouns")

## Appearance

Entrance to the house was through a glitter-filled room. The kitchen was located through a diamond bead curtain, with the taps being located behind an ornate panel, they had by the time Eddie Jones and Susan Denholm were exploring been painted shut decades ago. (*NT* Two: "A Verb of Nouns")

## Influence

Anastasia Black posited that the house subconsciously draws people towards it, and became a major factor in the development of the civilisation there. (*NT* Two: "A Verb of Nouns")

It also had some small affects on life like the Beast of Sevdalis. (*NT* Two: "A Verb of Nouns")

 *SSS Implausible Night Terrace* · ***Castle Night Terrace***
Bubble universe

A **bubble universe** was a location that was attached to our own. Auguste Night's first experiment with her house managed to create it, and likely continued to sustain it along with her will. Until Anastasia's Night Terrace travelled to it. The additional mass of it along with Anastasia Black, Eddie Jones and Susan Denholm made it dangerous and unstable and ended up destroying it. (*NT* One: "Home")
The D.E.P.A.R.T.M.E.N.T.

**The D.E.P.A.R.T.M.E.N.T.** – an acronym for The **D**epartment (of) **E**xtraterrestrial **P**aranormal **A**lien **R**adicals (and) **T**hreatening **M**onstrous **E**ntities **N**ullification **T**askforce. They had a broad remit, their immediate job is to stop the world from being destroyed.(*NT* One: "Home") They also covered demons. (*NT* Two: "Sense & Susceptibility") However the main reason they existed was control; consistency and constancy. (*NT* One: "Home")

## Employees

The D.E.P.A.R.T.M.E.N.T. took the brightest and best...and then you never leave. (*NT* One: "Home")
The D.E.P.A.R.T.M.E.N.T. had agents who often operated under code names / symbols. (*Horatio's Travels*: "Messages")

### Training

Loyalty is important. (*NT* Two: "A Verb of Nouns")

Members are trained to keep a professional distance. (*NT* Two: "Ancient History")

Standard D.E.P.A.R.T.M.E.N.T. procedure is to give as little information as when in hostile situations. (*NT* Two: "Ancient History")

Some members were trained in temporal paradoxicology. (*NT* One: "Time of Death")

The D.E.P.A.R.T.M.E.N.T.'s training was undecided about fairies. (*NT* One: "Time of Death")

## Building

The doors in the D.E.P.A.R.T.M.E.N.T.'s building where Susan Denholm were voice controlled. (*NT* One: "Home")

## Inventions

* Liquid Paper, it's milked from something. (*NT* One: "Home")

## Technology

They followed Anastasia's Night Terrace using super string resonance telegraph (similar, sort of to radar) and dataspores. (*NT* One: "Home")

## Members

* Anastasia Black
* Susan Denholm
* Horatio Gray
* Mr King
* Pi Symbol
* Umlaut
* Paul
* Maria
* Jamie
* Jeff
* Tom
CC Draconic Features

## Draconic Features

Every Dragon Daughter bears indications of her draconic heritage beyond just her large size. These are overwhelmingly inherited from her mother, though very rarely a daughter will have a differing feature from her mother.

These features include the tail, wings (or the lack thereof), horns, and markings.

### Selection Methods

Each Draconic Feature is chosen in one of two methods:

* **Intentional**: Choose your Draconic Features
* **Random**: Roll a d20 for each stage and find the result in the column correlating with your ethnicity

 1-4
 5-12
 13-20

## Next Step

With your Draconic Features selected and their effects added to your stats, move on to **Traits**.
CC H Religion

## **Religion**

Nearly every single person in Grienzland — regardless of Race, sex, state, class, or other categorizatuib — believes in the existence of the Living God, an afterlife, theological truth, perfect good and enticing evil, and so on. The overwhelming majority of people subscribe to Ortueism, but there are three major (and one minor) branches therein and allegiance to one of those denominations is influenced by geographical and Racial demographics.

The following are general trends that can be used when selecting what branch of Ortueism your parents passed on to you. Most people stay within the branch they were raised under unless they go through a Hardship (the next step) that changes their worldview or social circumstances, or are heavily influenced by a friend, spouse, or religious authority from another denomination.

### Selection Methods

There are two methods to determine your Religion:

* **Intentional**: Choose your Religion
* **Random**: Roll a d100 and consult the column below that matches your Region of birth

### Effects

Increase one **Vitality** by 1, increase three Skills by 1, and gain a Conviction.

## Next Step

With your Religion selected and your Conviction chosen on the appropriate page, move on to **Hardship**.
Virginia Gay

**Virginia Gay** is a an Australian writer and actor, best known for her roles in the television series *All Saints* and *Winners & Losers*, and for her stage productions adapting *Calamity Jane* and *Cyrano*.

## Appearances

### *Night Terrace* Season One

* "Moving House" - additional voices
* "Time of Death" - Miss Leaina Baker
* "Discoworld" - additional voices

## External Links

* Virginia Gay on *The Internet Movie Database*
* @virginia\_gay on Twitter
* @thatsmsgaytoyou on Instagram
Kessler syndrome

Anastasia Black asks Eddie Jones if he knows what **Kessler syndrome** is so she can explain it to him summarising; that in 1978 NASA scientist Donald J Kessler said that there was so much junk building up in orbit that it'd be impossible to launch spacecraft without hitting anything. Stuff like spent rocket stages, old satellites, discarded burger wrappers etc. This was the theory she was using to protect Tranquillos from the missile bombardment by using the weather control nanogels. (*NT* One: "Moving House")
Auguste's Night Terrace

**Auguste's Night Terrace** was the first of the Night Terraces to depart, departing Melbourne in the 1960s. It likely only achieved one journey, resulting in Auguste Night becoming trapped in a bubble universe. The passage to, or possibly creation of the bubble universe destroyed the house. (*NT* One: "Home")

 *SSS Implausible Night Terrace* · *Castle Night Terrace*
ASS Greyhawk

The **ASS Greyhawk** was a spacecraft warship with a crew of 2000. It battled a race of hypersensitive lizards when a quarter of their crew was killed. The remaining crew got the rest of the week off and voucher for psychological counselling which could be traded for beer at a shop the First Officer Ärgerlich Stellvertreter knew of. (*NT* Two: "The Edification of Anastasia Black")
Tea

**Tea** was an infused drink popular with many humans. It was brewed by immersing the leaves of various species of plants in boiling water.

Anastasia Black liked to leave hers to steep for 3 minutes. (*NT* One: "Moving House") And makes her tea with a teapot. (*NT* Two: "Things That Go Bump in the Night Terrace") She had many varieties of tea in her house, including orange pekoe. (*NT* One: "The Last Hunt")

Anastasia discovered in the cabins on the *SSS Implausible* offered a wide selection of teas including "Platinum Grey tea" bags, she tells Sue to put some of the bags in her pockets. (*NT* Two: "Full Steam")

On the *Australis* in 2153 Morrie made Anastasia tea by boiling water in an electric kettle, then into a teapot and served Anastasia tea in a cup and saucer. (*NT* One: "Starship Australis")

## Types of tea

When Anastasia and Eddie visit Yesterland Barry offers them tea including herbals teas including: peppermint, chamomile and savlon. (*NT* One: "Sound & Führer")

## Other tea products

Anastasia had earl grey bubble bath in her house's bathroom. (*NT* Two: "The Edification of Anastasia Black")

## External links

* Tea at Wikipedia
* Tea at Tardis Data Core
The Job of a Lifetime of Death

***The Job of a Lifetime of Death*** is the fifth episode of the *Hello! My Name is Eddie* mini-series.

## Synopsis

Episode five, in which Eddie briefly seems to be doing well in another job interview.

## Cast and characters

* Ben McKenzie as Eddie Jones
* Petra Elliott as Sue

## References

 **Season One**
 **Season Two**
*Things That Go Bump in the Night Terrace* · *Ancient History*
 **Specials**
 **Hello! My Name is Eddie**
 **Night Your Own Terrace**
 **Horatio's Travels**
*Messages*
Darren's Night Terrace

**Darren's Night Terrace** was a house departed Melbourne in 1980. (*NT* Two: "Things That Go Bump in the Night Terrace")

## Travel

Travel is initiated by flicking the light switches. (*NT* Two: "Things That Go Bump in the Night Terrace")

## Features

Darren's Night Terrace has a top loading washing machine in the laundry, and a glass coffee table and a shag pile carpet in the lounge room. (*NT* Two: "Things That Go Bump in the Night Terrace")

The bookshelves also contained the following texts: *Macrame for fun and profit*, *I'm okay you're okay no really I'm fine just stop asking* by Matthew Bateman Graham and his cats and the Yellow Pages. (*NT* Two: "Things That Go Bump in the Night Terrace")

## Places travelled to

Darren's Night Terrace has been to a mining colony on one of the moons of Jupiter, Stonehenge (when it was being built), Portsea in 1967 when Harold Holt disappeared and St Kilda in 1880. (*NT* Two: "Things That Go Bump in the Night Terrace")

 *SSS Implausible Night Terrace* · *Castle Night Terrace*
Horatio's Night Terrace

**Horatio's Night Terrace** could travel in time throughout Earth's history. Travel was initiated by using the phone. (*NT* Two: "The Retirement of Horatio Gray") Horatio first initiated travel when he moved in and called Continuum Pizza. (*NT* Two: "The Retirement of Horatio Gray")

 *SSS Implausible Night Terrace* · *Castle Night Terrace*
The Ashes

**The Ashes** was the name of an annual test cricket match played between Australia and England. It takes its name from the trophy, a small urn which metaphorically contained the "ashes of Australian cricket". This is a reference to a mock obituary of English cricket published in 1882 following Australia's first win over England in a test match; the urn was created in Australia after England won a majority of games during their subsequent tour of Australia, and is said to actually contain the ashes of a burned cricket bail.

By 2153, Australia had last won the Ashes on 2 January 2120. This date was also the passcode for the door leading to the starhip *Australis'* engine room and bridge. (*NT* One: "Starship Australis")
Night Terrace Wiki

Welcome to the D.E.P.A.R.T.M.E.N.T.
Professor Anastasia Black's retirement is cut short when her house starts travelling mysteriously through space and time - taking her and Eddie Jones along for the ride. They visit alien worlds, the distant past and the far future, forever wondering if they will ever find a way home, followed wherever they go by a mysterious woman known only as..."Sue".

Series
*Night Terrace* season one*Night Terrace* season two*Night Terrace* specials*Night Your Own Terrace**Hello! My Name is Eddie**Horatio's Travels*

About the wiki
This is a wiki for *Night Terrace*, the sci-fi comedy audio series (and its spin-off miniseries) produced by Splendid Chaps Productions. The show follows retired science adventurer Anastasia Black whose house, "Night Terrace", randomly travels through space and time – taking her and the housemates she never wanted with it.