recursal/Fanatic-Fandom huggingface dataset:
Dark Elf (2 points)

Dark elves are an underground, and generally evil (although this is not always true) version of ordinary elves. They do not exist in Arton as a native race, but can be found in most other magical worlds.

These elves have black skin, white hair and a certain affinity for spiders and poisons. These creatures are suspected of having large secret empires, but this hypothesis has not yet been fully confirmed. In any case, some of them decide to abandon the harmful habits of their race and travel the world as adventurers, while the others typically become villains.

**• Ability +1.** Dark elves are more agile and intelligent than humans.

**• Infravision.** Like creatures of darkness, inhabitants of underground empires, dark elves see perfectly in the dark.

**• Magic Resistance.** Dark elves have extreme resistance to varied powers.

**• Magic.** Dark elves receive White or Black Magic (of their choice) without paying points.

**• Weak Point.** In daylight, dark elves suffer a -1 temporary penalty on all traits and need to spend twice as much MP to cast spells.
Aldor

## Origines

L'on ne sait pas grand chose des jeunes années d'Aldor si ce n'est qu'il avait été repéré par un sage de la cour du Roy pour son potentiel lors d'une visite de ce dernier à un confrère. Edonis avait été subjugué par la force de son aura et le prit ainsi comme apprenti à l'âge de 14 ans après lui avoir fait passer les épreuves de l'Académie des Initiés. C'était un homme centenaire fort cultivé qui s'acharna beaucoup pour transmettre ce qu'il s'avait de la puissance alors qu'Aldor était plus attiré par les armes. Cet acharnement passera à l'obsession mais il paiera en fin de compte car le jeune apprenti sera nommé sage du Roy à seulement 24 ans en partie pour ses travaux sur les Anciens qui le propulsèrent comme un génie de l'érudition en son temps.

## La quête d'Uvangard

Aldor adorait l'art dans un sens général et cherchait à comprendre l'équilibre de chaque chose, étant persuadé que l'on pouvait prédire nombre comportement de la nature et des choses pour peu que l'on en trouve la clé. Tout le portait à croire que les Anciens avait un savoir bien plus avancé que ses contemporains en la matière que ce soit dans l'art de la guerre, de la puissance, de la spiritualité ou même de la philosophie.

Plusieurs sources qu'il avait traduit indiquait un lieu de savoir "la ville d'Uvangard" qu'il espérait pouvoir trouver de son temps, de son vivant. Mais les indications n'étaient pas claires à son sujet et il restait la possibilité qu'elle fut entièrement détruire il y a fort longtemps. Aldor ne baissa pas les bras et poursuivit ses recherches tout en acquérant le plus de reliques et textes à propos des anciens, négociant même parfois avec des pratiquants de la puissance des royaumes voisins. Son objectif ultime était de décrypter le "traité des anciens", une sorte de relique antique qu'il sentait à l'instar de ses pairs et des pairs avant lui comme étant un livre unique directeur de la foi et de la puissance des êtres anciens. Mais ce dernier était codifié, Aldor en était arrivé à cette conclusion et ses questions ne pourraient trouver de réponse qu'en Uvangard.
Points d'uncommon

Le serveur de Port-Alis utilise un système de points d'uncommon pour permettre aux joueurs de s'approprier des atouts uncommon ou rares avec modération, que ce soit ancestry, objet, feat ou sortilège.

Un tableau Excel est disponible pour comptabiliser vos points dans le lien ci-après : https://docs.google.com/spreadsheets/d/13QHIQmkF2XPdH4DFJzBsuzhd1-\_cDcKMDZ3DkLV3ymM/edit?usp=sharing

**Tous les joueurs de Port-Alis sont tenus de remplir scrupuleusement ce tableau. Si un joueur manque à ce devoir trop souvent, il se verra interdit de partie jusqu’à ce que le tableau soit bien rempli.**

Chaque joueur commence donc sur le serveur Port Alis avec 4 point d'Uncommon qu'il peut dépenser comme il le souhaite pour obtenir des équipements, classes ou races uncommon. **Attention : Vous devez tout de même payer le prix en or de vos équipements en plus de leur prix en points d'uncommon.**

Vous gagnez 1 point d'uncommon chaque fois qu'un de vos personnages monte un niveau.

**Vous ne gagnez cependant pas de nouveau point d'uncommon lorsque vous débloquez un nouveau slot de personnage.**

Voici les valeurs en point d'uncommon des différents atouts :

 Access sort
 Items
 Feats (tous types)
 Archétype
 Ancestry
 Héritage
 Compagnon animal

\*En cas de mort du compagnon, il est possible de reprendre le même type d'animal sans dépenser de point d'uncommon.

Voici la précision des coûts en points uncommon pour les objets et les sorts.

ou du sort
 Uncommon
 Rare

* Utiliser vos points d'uncommon pour des objets ne vous donne pas access à l'objet. En cas de perte ou d'utilisation, vous devrez dépenser de nouveau des points d'uncommon.
* Si l'objet que vous prenez par point d'uncommon a le trait "Consommable", vous en obtenez 4 exemplaires.

**Attention : les points d'uncommon ne sont remboursés en aucun cas.**
Jacques d'Estune

"Allons allons mon Comte, la couronne et la guilde ont des intérêts convergents, il serait dommage que ce genre de novelletés viennent troubler nos relations..."

## Dynastie et succession

### Famille

Famille d'Estune

Blason de la Famille

## Histoire

Jacques d'Estune est issu d'une famille de bourgeois parvenus de la ville libre de Messines qui a réussie à s'enrichir sur plusieurs générations après de longues années de travail. Jacques a eu une enfance privilégiée ainsi qu'une éducation particulièrement rigoureuse. Cependant, en tant que tel, Jacques n'est pas un homme intelligent ou talentueux dans quoi que ce soit. Le gros de ses gains économiques se sont faits grâce à son métier d'usurier, hérité de son père, qui a le don de liquider des petits commerces en manques de ressources financières. Par cette activité douteuse, la famille d'Estune a accumulé un patrimoine intéressant et a réussi à entrer dans les faveurs de la Ligue de Temer.

Afin de gagner en importance et espérer s'élever socialement, Jacques a proposé directement ses services à la Ligue de Temer, qui l'a fait travailler quelques années à la trésorerie. Voyant que Jacques savait gérer l'argent sans trop en prendre pour lui, la guilde est venu lui proposer d'aller directement à la cour de Temeris pour servir d'interface de dialogue entre la Ligue et le Comte Oscar II Fayce de Temeris. Les relations avec la couronne locale étant absolument critiques à l'échelle du Royaume et en raison des importants flux commerciaux entre les terres naines du nord et les citées marchandes du sud, Jacques sut rapidement que le poste qu'on lui offrait était d'une valeur inestimable et pouvait à lui seul représenter un avenir radieux pour sa descendance (même si il n'est toujours pas marié).

C'est pourquoi, habillé des plus belles fourrures du Royaume et les mains ornées de bagues, Jacques d'Estune s'est présenté à la cour de Strecht afin de soutenir les intérêts de la ligue (et les siens).

## Patrimoine

Contrairement à ce que son apparence et à ce que son ton obséquieux pourrait laisser penser, Jacques ne possède que très peu de patrimoines et contrairement aux autres nobles du Conseil, il ne possède pas réellement de terres à proprement parler. Ses seules réelles possessions étant quelques quais dans la ville de Messines. Ce manque de terres (que ce dernier essaye de combler au plus vite pour son propre prestige) a mené plusieurs membres du conseil à le surnommer "le Jacques" en référence au sobriquet donné aux roturiers. Moquerie révélant les tensions existantes entre la Ligue Temer et le Comté, il est fort possible que le caractère irritant de Jacques aggrave sur le long terme les relations entre nobles et marchands.
Division nobiliaire

Le royaume de Strecht dispose de particularités à plus d'un titre. Si l'application d'une hiérarchisation classique voudrait qu'il y ait des ducs, des comtes et barons sur l'ensemble du territoire, la réalité en est tout autre.

En effet, il convient de distinguer les comtes de couronne d'une part des territoires extérieurs.

## Les comtés de couronne

Les comtés de couronne sont les territoires historique du peuple Vallon et sont répartis tout autours de la ville de Strecht le long des émissaires. Initialement au nombre 15 lorsque le royaume fut formé avec pour capitale celle qu'on lui connaît aujourd'hui, son nombre a évolué au cours des siècles pour être réduit à présent au nombre de 8 :

- Comté de Noireaux ;

- Comté de Sauvoir ;

- Comté de Loirel ;

- Comté d'Ansauvac ;

- Comté de Savignelles ;

- Comté de Nancerois ;

- Comté de Trespigne ;

- Comté d'Hostiac.

Les comtes de couronne sont associés à la gestion du pouvoir politique du Royaume et évoluent directement dans la **sphère royale**. Disposant de postes souvent élevés dans l'administration royale ou l'armée, la famille des comtes est ainsi une ressource humaine de premier ordre pour la monarchie.

Disposant de territoires moins étendus que les territoires extérieurs, les comtés de couronne n'en sont pas moins importants car relativement peuplés en comparaison du reste du territoire.

## Territoires extérieurs

Les territoires extérieurs comprennent à la fois des comtés et des duchés se subdivisant pour la plupart en comtés puis en baronnies.

#### Il convient tout d'abord de lister les **duchés** :

- Le Duché de Miratis ;

- Le Duché de Montjaune ;

- Le Duché de Kremberg.

- Le Duché de Nanrie ;

- Le Duché d'Arkante ;

- Le Duché de Bradiven ;

#### Puis enfin les **comtés indépendants** (qui répondent du Roy) :

- Le comté de Temeris ;

- Le comté de Brafignan ;

- Le comté de Despair.
Empire d'Erebos

## I. Généralités

L'Empire d'Erebos est situé à l'ouest du continent éponyme, c'est une terre de contraste en proie à de nombreux troubles et conflits. Le pays est en guerre contre le Royaume d'Ygriss suite à la prise de pouvoir par les Sydhs et de leur intervention dans l'union maritale qui était prévue entre ces deux contrées. Mais il n'y a pas que cette difficulté : bien que son armée soit très puissante, l'Empire fait face à de nombreuses déloyautés nobiliaires qui ont refusé de prendre part dans le conflit. De surcroît, les nains d'Azur se sont isolés du monde rendant la prise de contact impossible.

Au niveau religion, le conflit est tout aussi ouvert entre les unionistes et les polythéistes : en effet, une grande réforme a été prise il y a de cela 20 ans par l'Eglise Impériale mais elle n'a pas été suivie par tous et surtout a eu peu de popularité auprès des classes populaires ce qui a conduit et conduit toujours à de nombreuses révoltes.
Charmer

* **Extras:** cannot have Uncultured or Monstrous.

There are many occasions when manipulating the right people is more efficient than shooting fireballs. Knowing this, some magicians specialize in spells that influence and control the mind and emotions.

Unlike the telepath, an enchantment is not especially versed in the domination of the mind through telepathy, using more mundane ways to convince and influence its targets. Perfumes, incense, gestures, disguises, jewels of hypnotic brilliance... A varied arsenal that they use with mastery.

**Enchant:** you are always underestimated in combat, receiving a +2 bonus on your initiative. If you acquire the Harmless Appearance advantage, in addition to the normal benefits, your opponent will always be deceived, even if they have seen you fight several times.

**Fierce Language:** you are a fierce negotiator, using words to bend even the most stubborn of men. Once a day, you can achieve automatic success in a Manipulation test.

**Subtle Magic:** you can choose three spells from the Elemental school (spirit) and cast them, at their normal MP cost, even without having the Elemental Magic advantage. You must still meet any other spell requirements. If you get this advantage, you will only spend half the MP to cast them.
Vif-colline

**Histoire**

Le nom de ce jeu de guerre renvoie à la victoire d’Oscar Fayce Premier qui du se battre avec ses hommes jusqu’à ce qu’il ne soit plus que le dernier en vie au sommet d’une colline. Faisant face à une résistance particulièrement féroce des nains de Runord, Oscar Ier réussit à tenir jusqu’à l’arrivée de renforts du Roy.

Cet acte particulièrement glorieux ,qui bien qu’il fut en partie affublé de la sorte de par la percée des hommes qui vinrent à sa rencontre, formera l’esprit de ce jeu qui apparaîtra peu après la formation du comté de Temeris.

**Jeu de vif-colline**

Aujourd’hui, il existe différentes formations de ce tournois qui servent tantôt de concurrent tantôt de pré-sélection au jeu de vif-colline de Temeris. On trouve des relais dans certaines villes libres comme Messines mais aussi en dans le comté de Noireaux (comte de Couronne), de Sauvoir (comte de Couronne) de Brafignan ou encore dans le Duché de Miratis. Le jeu consiste à la formation d’équipes de cinq dirigés par un « capitaine » qui doivent se battre pour le contrôle d’un monticule de hauteur et de diamètre variable qui comprend une zone de dominance de forme circulaire tracée en rouge visible de tous à son sommet.

La victoire prend force de deux manières :

- Lorsque la zone de dominance est prise sans contestation à la fin du temps imparti ;

- Lorsque les équipes adverses sont éliminées, hors de combat ou à l’abandon à la fin d’un temps imparti.

Si la zone de dominance est contestée à la fin du temps imparti – c’est à dire qu’il y a des représentants de plusieurs équipes au sein de la zone de dominance – un délai de mort subite est mise en place jusqu’à ce qu’il y ait un vainqueur.

**Interdictions**

L'usage de la puissance est strictement prohibé par le règlement qu'elle soit contenue dans des armes ou détenue par le participant. Cette interdiction ne souffre d'aucune exception, elle peut mener à la condamnation à mort.

Les armes à distance ou de jet sont par principe interdit mais il est toléré que certaines en deviennent par destination.
Moreau Bat’s Heir (1-4 Points)

The mysterious and sober Heirs of the Bat are the easiest to identify due to their physical characteristics: their skin is completely black and they have huge ears, which, for most heirs of the Bat, cover the entire side of their head. Unlike their ancestors, they are not blind, despite the fact that their shiny black eyes may appear as such. Other common features are the flared and/or wide noses, and the long fingers, which sometimes have small vestigial membranes between them. Men are usually bald, while women have short hair.

Heirs of the Bat, although mentioned that they are not blind, prefer to act at night or in complete darkness. They are natural rogues, capable of great exploits hidden in the shadows, acting like legitimate ninjas. They don't usually talk much, as they like to enjoy the sound of silence. They dress in long overcoats, cloaks and robes, as if they try to imitate their missing bat wings. Some even manage to reach great heights naturally, as if they could actually fly.

**• Ability +1.**

• **Special Senses**. Moreau's Heirs can choose two from the following: Keen Hearing, Keen Sight and Keen Sense of Smell. They are rarely taken by surprise.

**• Walk in the Darkness (1 Point).** Heirs of the Bat are rogues by nature, being stealthy without requiring much effort. They receive a +1 bonus on dodging and Stealth (Crime, Survival or Investigation) checks.

**• Small Flight (1 Point).** Heirs of the Bat, although they cannot fly, can leap over great distances, as if they were actually flying. Heirs of the Bat can perform jumps over a distance equal to their Ability x30 m.

**• Distant Echoes (1 Point).** Bats use the echoes of their screams so they can move around any distance. Bat’s heirs use this gift to communicate over great distances and to warn their allies of any danger. Heirs of the Bat can propagate their voice within the same radius of distance that their Sharp Hearing is able to hear.
Ogre (2 points)

Ogres are primitive and brutal humanoids, measuring 3m in height. They wear animal skins as if they were clothes, live in caves and prefer to use clubs as weapons. Carnivores, usually kill and devour human and semi-human beings.

For all these reasons, it is very easy to hire ogres as guards, soldiers and mercenaries; to have your loyalty simply offer good food, weapons, armor and combat opportunities. It is rare to find a villain or evil lord who does not have at least a handful of ogres at his service.

Although it is unusual, an ogre can be part of a group of adventurers; free from the influence of others of the same race, he will be able to moderate his behavior and realize the benefits of being part of a team with skills he does not have.

**• Strength +3, Resistance +3.** Almost nothing is as strong or tough as an ogre.

**• Special model.** Almost nothing is as big as an ogre.

**• Uncultured.** Almost nothing is as stupid as an ogre (just don't tell him that).

**• Bad Fame, Monstrous.** Almost nothing is as unwanted as an ogre. They accumulate the adjustments of these disadvantages in skill tests: +2 in Interrogation and Intimidation; -2 in Lie and Seduction.

**• Prohibited Advantages.** Almost nothing is as limited as an ogre. They cannot buy Geniality, Expanded Memory and no magical advantage.
Troglodyte (2 points)

Troglodytes, or trogs, are a warrior race of underground lizardmen. They are generally evil and enemies of the human and semi-human races, but stray members can end up becoming adventurous heroes. They love beer and objects made of steel.

**• Strength +1, Armor +1.** Trogs are strong and have tough leather.

**• Infravision.** As an underground breed, trogs see in the dark.

**• Camouflage.** Due to their chameleon skin, trogs always make Stealth Checks as if they have the skill.

**• Plague attack.** Only troggs have this ability. They can spend 2 MP to expel a stinking oil that requires a Resistance check from all nearby creatures (melee attack distance). Failure results in the temporary loss of 1 Strength point, until the end of the fight. Creatures with Keen Sense of Smell automatically fail the check. Successful creatures on the roll are immune to the smell of any trog for 24 hours.

**• Monstrous.** They are stinky lizardmen, what did you expect?

**• Vulnerability:** Cold. Because of their cold blood, trogs have little tolerance for ice.
Attack of Opportunity (2 points)

If an enemy is within range of an attack and takes any action other than attacking you or another character (including moving, using an item, or casting a spell), you can spend 1 MP to immediately make an attack out of turn against them. He can avoid the attack only if he expends one extra move in addition to the normal action, that is, he must spend two moves to move without causing an attack of opportunity; or just take an action and don't move.

An attack of opportunity counts as a dodge: you can only make one number of them per round equal to Ability.
Berserker

* **Disadvantages:** Fury; Bad fame.

Originating from barbarian tribes, the berserker is a type of warrior feared throughout the Kingdom. In combat or other situations of tension, they enter a state of uncontrollable fury that increases their strength, but also steals their reason and common sense - turning them into a murderous beast that does not rest until the opponent's death.

Despite the great power their fury offers, the berserker's life is harsh. Everyone is afraid of them, since any small irritation can result in death. Few adventurers accept to fight at their side, as they may end up killing someone who should be spared or captured alive. In some cases, at the DM's discretion, a berserker may even attack a companion - unless it is a very special person, such as an Ally or Helpless Protégé.

**Tireless Fury:** you are a fighting machine. You are not exhausted after Fury.

**Untamed Fury:** While in Fury, you are immune to Panic spells, and are automatically successful in Resistance checks against elemental school (spirit) spells.

**Powerful Fury:** You suffer the normal effects of the Fury disadvantage. However, while in Fury, you gain Strength +2 and Resistance +1 (the increase in Resistance increases your HP and MP, as normal).
Alchemist (1 point)

You know how to draw arcane diagrams that enhance your powers. Before casting a spell (or using any advantage that spends MP), you can draw a mystical symbol on some nearby surface. Drawing a diagram takes an entire round, and if you take damage the process fails. If successful, in the next round you can use a spell or advantage by spending half the required MP (round up).

You can draw with any material, on any smooth surface (floor, wall...). You must announce which spell you intend to cast when drawing the diagram.

Each diagram is unique for each use. You cannot carry ready-made diagrams on sheets of paper, tattoo them on your skin, or sew them on clothing.

Someone trained in magic (that is, who has White, Elemental, or Black Magic) who sees your diagram will instantly know which spell you intend to cast.
Anteauny de Mont-Asna

## Histoire

Anteauny de Mont-Asna - surnommé "Géant du Sud" - est particulièrement connu en tant qu'Epée lige et Maître Garde du comte Oscar qu'il sert depuis 18 ans. C'est un vainqueur du vif colline qu'il a marqué d'un style violent du haut de ses 2,03 mètres en son temps.

Ses origines remontent aux îles boréennes bien qu'il est difficile de connaître son lignage exact car ses traits portent à croire qu'il ne serait pas un ilien du tout. Ce qui est sûr - en revanche - c'est qu'il est extirpé de sa condition d'orphelin à l'âge de 7 ans par un formateur aux jeux de guerre qui semblait avoir aperçu quelque chose en lui. Ce "Gladius" d'âge vénérable se nommait Barion Presper et pouvait se vanter d'avoir formé plusieurs champions en 65 ans d'existence dans des disciplines comme le bordage propre aux îles boréennes.

Au cours de sa formation, Anteauny montre une appétence au combat comme nul autre de ses apprentis : il est très habile mais surtout il maîtrise les transferts de masse de façon innée. À 12 ans, il dispose d'une avance considérable, son style se précisant pour devenir à la fois fluide et percutant *"Comme la mer"* lui dira son maître car "*l'art du combat repose plus sur la synergie des forces que la maîtrise total des corps*". Le jeune étranger finit par devenir l'unique élève du Gladius : il lui inculque une éducation nécessaire à ses prétentions puisqu'il n'existait nul grand champion qui ne sache décemment se présenter mais également à lire et écrire bien que cela ne soit pas sans difficulté grande.

Pour Barion, Anteauny allait être son œuvre ultime d'artiste en la matière, il lui fallait qu'il soit parfait. Maîtrisant les armes Boréennes traditionnelles comme la lance, l'imposant et inébranlable bouclier rond ou l'épée courte mais aussi étrangères, il développe un goût pour le maniement de la hache piquée à marteau opposé. Grandissant de manière importante mais aussi en carrure, il devient notoire sur l'île Dias que Presper élevait un monstre à l'abri des regards.
Azgher’s sheriff

* **Disadvantages:** Code of Honor (Heroes) and (Honesty).

Half a holy man, half a lawman, the sheriff of Azgher is a traveler, missionary, hunter and judge. With a golden sun on their chest, the symbol of the god’s divinity and authority, they wander from village to village, from town to town, hunting criminals under the law of mortals and the Sun God, protecting the innocent in the name of a higher power.

Many bring their faces hidden by a scarf or mask; either to protect loved ones against the revenge of criminals, or for their devotion and respect for Azgher. These valiant lawmen are rare, but respected throughout the Kingdom for their bravery. They are among the few people allowed to use gunpowder freely, although many prefer a good sword or bow. No matter what weapon you choose: the golden sun on your chest brings terror to criminals and villains.

Although some take up residence in the worst places in the world, most sheriffs live on the road, alone or supported by groups of adventurers, always hunting criminals. They have a weak hierarchy, but respond to certain leaders. Candidates for the position are chosen and interviewed by a sheriff, and then directed to their headquarters in the kingdom of Petrynia. Once approved, the candidate receives their golden sun and a sacred document containing their oath to the organization. The sheriff will then be allowed to carry gunpowder weapons and fire freely against the evil beings of the Kingdom and beyond.

**I am the Law:** you are a symbol of honesty. You can choose automatic success in a skill check involving social situations, a number of times per day equal to your Ability.

**License to Kill:** Azgher's sheriffs are among the few heroes authorized to use firearms within the limits of the Kingdom, and they use them very well! You receive a +2 bonus on initiative to draw firearms, and Attack +2 when facing opponents who have the Bad Fame disadvantage or any insanity with a cost lower than -1 points.

**Eye of Azgher:** Your opponents can escape, but they cannot hide from you. You can always perceive the presence of opponents who have the disadvantages of Bad Fame or some insanity with a cost lower than -1 points, even through walls, disguises or invisibility.
Dwarf (1 point)

Dwarves do not exceed 1.30m in height, but are more robust than humans and can use any weapon, equipment or vehicle designed for them. They appreciate hard work: among the breed's favorite crafts are mining, jewelry and metal forging.

Dwarves like to wear metal armor and carry a lot of luggage, as they are capable of carrying a lot of weight. They also love beer, consuming many barrels over their long lives.

**• Infravision**. Underground beings by nature, all dwarfs see in the dark.

• **Magic Resistance**. Dwarves are extremely resistant to various forms of powers.

• **Resistance checks +1**. Dwarves are robust. This bonus is cumulative with its Magic Resistance, making a member of this race really difficult to defeat by magical means.

• **Enemies.** Dwarves hate orcs (including half-orcs), goblinoids (goblins, hobgoblins, bugbears) and trolls (of all types). They are trained since childhood to fight these creatures, so they receive Ability +1 against them.
Amphibian (0 points)

Amphibian humanoids belong to one of the numerous underwater races (newts, mermaids, nereids, sea elves ...).

Amphibians can live and act out of water normally; mermaids and other fish-tailed breeds can create normal legs when on land.

**• +1 resistance.** Because of their tolerance to pressure changes, amphibians are vigorous.

**• Swimming.** Amphibians can breathe and move in the water at normal speed, without needing the Swimming skill.

**• Blindsight.** Amphibians have this Special Sense only when they are underwater.

**• Special Environment.** Amphibians depend on water to live.

**• Vulnerability: Fire.** Amphibians are quite sensitive to heat.
Moreau Fox’s Heir (1-4 Points)

The Heirs of the Fox are the moreau that show less traces of their ancestors, but even the current ones are striking. Big ears like a fox are above the head, while the big tail, soft to the touch, has a white spot on the tip. Hair and tail have the same color, ranging from dark red to bright orange, while some others have white fur. Like the Heirs of the Lion, they do not like to wear shoes and their feet are small and graceful, especially for the women. They appreciate hats, despite the difficulty of keeping them on their heads due to their ears.

Of all Moreau, even humans who have no traits, the Heirs of the Fox are the most distant from their origin. Their high intelligence and cunning are more used in civilian environments, where they love to be more than other heirs. They are curious as the Heirs of the Rabbit, but do not share the same courage, being more holed up in magic schools, libraries, academies and other places where they can use their keen intelligence.

**• Ability +1.**

• **Special Senses**. Moreau's Heirs can choose two from the following: Keen Hearing, Keen Sight and Keen Sense of Smell. They are rarely taken by surprise.

**• Scholars by Nature (1 Point)**. Heirs of Fox are very intelligent, having diverse theoretical knowledge, but specialized in a special one, which are their research objects and main inspiration for adventures when they get into them. Heirs of the Fox can choose a specialization in Science, Machines or Medicine, receiving a +1 bonus on their tests, cumulative with any others they have.

**• Quick thinking (1 Point).** The cunning of the Heirs of the Fox is a gift, which they use with mastery. They receive a +1 bonus on tests for not being caught off guard or for noticing something.

**• Shared knowledge (1 Point)**. Heirs of the Fox enjoy showing their high intelligence, imbuing everyone they can with some of their knowledge when teaching them. The Heir can choose a number of targets equal to his Ability + Resistance to give a +1 bonus to skill checks or specializations he has.
Moreau Serpent’s Heir (1-4 Points)

Another reptile representative, the Heirs of the Serpent are astute members of the twelve ancestral animals, rivaling the Heirs of the Fox in intelligence. They have skins of varied and bright colors, from bright red to coral, from blinding yellow to “traditional” green and black, always with stripes and spots of incredible shapes. The eyes have vertical pupils, and their irises show the reptilian traits of their ancestors. As in the Heirs of the Crocodile, only women have hair, usually long and straight. They appreciate jewelry and sinuous clothes, which delineate their bodies and the exotic shapes in them.

Since they have high intelligence, Heirs of the Serpent prefer to stay in cities rather than go through dark dungeons. However, they do not cease to become good magicians and specialists, devoting themselves to simulating the natural abilities of their ancestors, such as the famous boat and the venomous bite. Others focus on building weapons and armor and schools of magic related to illusions and enchantments.

**• Ability +1.**

• **Special Senses**. Moreau's Heirs can choose two from the following: Keen Hearing, Keen Sight and Keen Sense of Smell. They are rarely taken by surprise.

**• Poison Specialist (1 Point).** Snakes have a bite capable of spreading deadly poison on their victims. Some of his heirs brought this trait, through an advanced knowledge about toxins and poisons. Heirs of the Serpent can create poisons that weaken their victims, suffering a reduction in stats or constant loss of HP or MP. Creating a poison takes half the time to create a small wound potion.

**• Paralyzing look (1 Point)**. The look of the Heirs of the Serpent can be dangerous, and once dominated by them, you are helpless to take the famous boat. They get the Paralysis advantage for free.

**• Seduction of the Serpent (1 Point)**. The Heirs of the Serpent are sinuous, seductive, with a tempting beauty. And they know how to make the best use of it. They receive a +1 on Bluff and Seduction (Manipulation) checks.
Barbarian

* **Disadvantages:** Uncultured;

* **Skill Set:** Survival.

In general, barbarians live in small villages or wandering groups. A multitude of barbarian tribes inhabited the Kingdom region before the arrival of the exiles from Lamnor. After years of war, this region was colonized and the barbarians were killed, expelled or assimilated, mixing their cultures. Today, barbarians come from regions such as the Great Savanna, the Sanguine Mountains and the Howling Mountains.

**Brute Force:** when performing a concentrated attack, in addition to causing increased damage (Strength or Firepower +1 per round of concentration) you ignore the target's armor.

**Combat Fury:** You can spend 2 MP to summon a fury that offers Strength +2 and Resistance +1 (the increase in Resistance increases your HP and MP) for a number of turns equal to your Resistance (after adjustment). When the fury ends, you are exhausted (-1 on all traits) for an hour.

**Never Helpless:** you are aware of danger all the time. In any situation where you have freedom of movement (even sleeping), you are never considered helpless.
Alchemist

* **Skill Set:** Sciences

* **Extras:** ability to cast spells

The alchemist is the master of the secrets of transmutation of the elements. By studying the alchemical composition of the elements that make up the world, they are able to transform or destroy them freely.

Alchemists live by the Equivalent Exchange Law - a law that applies not only to alchemy, but also to life. You can transform one thing into another, but you cannot create things out of nothing. Nothing in the world comes for free, and to get something, you need to give something in return. Thus, the alchemist does not believe in miracles, does not believe in easy conquests. All valuable things require study, hard work and sacrifice.

Like any arcane caster, the alchemist is a disciplined, hardworking scholar, always in search of more knowledge to perfect their technique. The alchemist is not naive, they know that some sacrifices can go unrewarded - you can dedicate your entire life to a goal, and never see it accomplished. There is always a chance to fail. But it is also true that, without any sacrifice, there is only the certainty of failing.

**Accelerated Circle:** you spend a movement, instead of a turn, to draw an arcane diagram (of the Alchemist advantage).

**Single Circle:** choose a spell that you are able to cast or an advantage with MP spend that you have. You can take with you the necessary diagram to use it (from the Alchemist advantage) on a parchment, embroidered on the clothes or tattooed on the skin, without having to trace it each time.

**Potions Master:** You pay half the normal cost in EXP to make potions (1 EXP for every 2 MP required by the spell).
Half-Abyssal (2 points)

As a result of the involvement between demons and mortals, a half-abyssal carries in his blood the cursed inheritance of his father or mother extraplanar, with all his weaknesses, but only a small part of his powers. Fortunately, they are native to this world and cannot be banned or imprisoned on other planes like real demons.

**• Special Senses.** Every half-abyssal has Infravision, Keen Sense of Smell and See the Invisible.

**• Extra Armor: Fire.** Half-abyssals are resistant to fire damage.

**• Flight Aptitude.** For half-abysses, the Flight advantage costs 1 point.

**• Aptitude for Black Magic.** For half-abysses, the Black Magic advantage costs 1 point.

**• Vulnerability: Electric and Sonic.** Half-abyssals are vulnerable to the purity of light and wind.
Moreau Lion's Heir (1-4 Points)

The magnificence of their ancestors is clearly visible in the Heirs of the Lion. Eyes of intense yellow, large and wild red hair and the characteristic tail of the lions, thin and with a tuft of hair at the tip are their most striking features. They like to walk barefoot to show their unusually large feet, similar to lions' paws, as well as their huge hands. They like to grow long beards, both men and women of this type of Heir.

Heirs of the Lion are proud, constantly trying to rise to leadership in the groups where they operate. As much as they claim to protect the weak, and in cases where they are de facto generous protectors, many lead by violence. In this sense, Heirs of the Lion look like Arton's minotaurs, with their thoughts on the strong protecting the weak. However, the Heirs are milder and more open to opinions than the bullmen of distant lands.

**• Strength +1.**

• **Special Senses**. Moreau's Heirs can choose two from the following: Keen Hearing, Keen Sight and Keen Sense of Smell. They are rarely taken by surprise.

**• Impressive presence (1 Point).** Although not necessarily scary or incredible, Heirs of the Lion have a presence strong enough to impress and frighten their opponents. Lion's heirs receive +1 on Interrogation, Intimidation (Manipulation, Crime or Investigation) checks.

**• Home Protection (1 Point)**. Lion's heirs are, or think they are, natural protectors and leaders, defending anyone under their purview with tooth and nail. When they are around weaker people (a number of points at least a degree lower than his), the Lion's Heir receives a +1 bonus to Attack or Defense, cumulative with any other bonuses.

**• Warrior pride (1 Point).** The Lion's Heirs have a strong sense of strength, unshakable under any circumstances. Against effects that affect the mind, such as illusory spells, psychological tortures, among other effects, Lion's Heirs receive a +1 bonus to their Resistance check.
Storm 3D&T RPG Wiki

**Welcome to the Storm 3D&T RPG Wiki!**
All information related to the mechanics and lore of the original PT-BR Tormenta RPG scenery for the 3D&T system. We are still working on feeding this wikia with the material we translted, so for more information, please join us at the DISCORD SERVER.

If you are interested in helping, there is a lot of copy and paste to be done, so just join us and we will be glad to take you in!

We're a collaborative community website about Storm 3D&T RPG that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Elf (1 point)

Elves are an ancient race; legends say they were the first people created by the gods. They have pointed ears, almond-shaped eyes, delicate features, an affinity for nature, talent for magic, skill with swords and bows, and very long lives.

Most have fair skin, but some members of exotic sub-races can be white, blue or green. Their eyes and hair can be even more varied in color, and some have unusual features like paws or tail. Except for such details, they are physically similar to humans. They are the same height and weight. Although they are usually thinner, some can be as muscular and massive as any human.

In general, elves form advanced, sophisticated and peaceful cultures, with an appreciation for nature and an affinity for magic. But they can also be fearsome warriors, especially when they protect the forests they love so much against monsters and invaders.

• **Ability +1.** Elves are more agile and intelligent than humans.

• **Keen Sight.** Elves are naturally sharp-eyed; moreover, they can see in the dark, but not in total darkness (there must be minimal illumination, however small).

• **Attack + 1 with Sword and Bow.** These are traditional weapons of your race. This means that to receive the bonus, you must customize your damage as Strength (cut) and / or Firepower (piercing).

**• Aptitude for Elemental Magic.** Elves can buy the Elemental Magic advantage for just 1 point.
Buccaneer

* **Skill Set:** Crime.

The buccaneer is the thief of the seas. Unlike the pirate - a warrior with an audacious spirit - the buccaneer is a merciless and furtive cutter of throats. But despite their differences, it is common for them to act together.

The buccaneer works on board ships, in ports and in coastal cities. They also adopt the traditional strategy of the Artonian pirates: they attack groups of adventurers who return from missions laden with treasure. Their favorite spots are the Black Sea, the Sea of ​​the Dragon-King and the River of the Gods.

Buccaneers are very familiar with vessels, and their rogue skills are enhanced when they are on board ships - they know how to climb rigging, move nimbly on deck, pass through hatches and unlock treasure chests better than any thief.

Like most thieves, buccaneers rarely use heavy weapons or armor - a knife between their teeth is often their favorite weapon.

**Bullet in the Back**: you never understood this story of "fighting clean". Your first attack in combat is always an automatic critical strike.

**Smell for Treasures**: you are a natural spoiler, and have a sixth sense to find chests, jewels and coins. You can spend 1 MP to notice any hidden wealth within a 100m radius.

**Flank**: you know how to take advantage of your enemies' distraction to deliver deadly stabs. When you attack a target that is engaged in combat with an ally of yours, your attack ignores the target's Ability.
Alternative Form (2 points each)

You can change form and powers. For each Alternative Form you have, you can build a different character with the same amount of points, with other stats and advantages - but known disadvantages, skills and spells always remain the same.

Let's say your 12-point character has S4, A2, R2, Ar3, FP1, Special Attack (1 pt), Alternative Form (2 pts), Heroes' Honor Code (–1 pt) and Curse (–2 pts); he can switch to a second form with S0, A5, R1, rA1, FP5, Harmless Appearance (1 pt), Alternative Form (2 pts), Code and Honor of Heroes (–1 pt) and Curse (–2 pts). Note that both forms have the same Code of Honor and Curse, and both must pay 2 points for Alternative Form. (Note: Monstrous and Special Model are the only disadvantages that need not be shared by all Forms.)

You can buy several Alternative Forms. Each Form can have a Race, being the only way to have more than one of these in the same character. But remember, you will accumulate problems in every way! If an Amphibian changes to a Dwarf, it will still need a Special Environment; and a construct can never recover HP in any other way.

Switching to an Alternative Form takes one move. The change will never increase your current Hit or Magic Points - but it can reduce them if the new Form has lower Resistance.
Nagah (1 point)

The nagahs are a dignified and noble matriarchal serpent people, devoted to one of the many aspects of Allihanna. Or, at least, that was what was imagined. Not long ago, it was discovered that the nagahs were actually treacherous creatures of malice and cunning, created by Sszzaas, the greatest god of snakes, snakes and betrayal.

• **Armor +1**. Thanks to the resistant leather, nagahs defend themselves better against various attacks.

• **Racial Aptitude**. Male Nagahs receive Strength + 1 for being naturally strong. Female Nagahs, in turn, receive Clericate or Genius.

• **Infravision**. Like snakes, nagahs have Infravision, being able to see the heat of things and thus see perfectly in the most complete darkness.

• **Additional Attack**. Nagahs can choose to perform two inaccurate attacks instead of just one normal attack using the tail. These attacks will always be based on Strength, without including the character's Ability in the calculation.

• **Vulnerability**: Cold. Nagahs are cold-blooded creatures and therefore do not handle negative temperatures very well. If attacked with cold-based damage, they do not add up their Armor to the Defense Force calculation.

**• Special Model**. Although they are practically the same height, if you do not consider the long tail, the body of the nagahs is bigger and more robust than the body of an ordinary person. They are unable to use tools and utensils designed for humans.
Half-Elf (0 points)

A half-elf is the result of the union between a human and an elf. Their appearance is usually more human (unlike elves, half-elves may have a beard), but still with elven features. They have pointed ears, but less pronounced than real elves.

Half-elves lack most of the elves' racial abilities: they can only see in the dark in low light and live twice as long as humans. Living between two peoples, eager to belong somewhere, half-elves learn to be friendly and pleasant.

**• Keen Sight.** Half-elves have sharp eyes and can see in the dark perfectly, but not in total darkness: there must be minimal illumination, however small.

**• Aptitude for Arts and Manipulation**. Half-elves struggle to belong to a society, want to be accepted among humans, or elves, or both. For them, the Arts and Manipulation skills cost just 1 point each.
Humans

In most worlds, supremacy belongs to humans. Even in places where there are other native races, the human population almost always surpasses all others together. Compared to other peoples, humans in general have more initiative, more energy and are more adaptable, but they also have shorter lives.

Humans can exhibit exotic looks or powers that many qualify as "non-human". A martial artist capable of shooting fireballs at the hands, or a girl with pink hair who fulminates demons, would hardly be considered normal people. In the colorful world of Arton, it will often be difficult to say who is human or not ...

Being a human is very important when relating to normal people: non-humans are often hated, feared (especially humanoids and youkai), underestimated (like semi-humans) or considered inferior (like constructs).

**• Versatility.** Humans learn fast, acquiring diverse knowledge more easily than members of other races. You can buy a single skill of your choice for 1 point. Alternatively, you can exchange the skill for an extra free power from your first class (and only from the first class; if you acquire another one, you will receive only one free power).
Half Celestial (2 points)

As a result of the involvement between angels and mortals, a half-celestial has the nobility and purity of angels in its blood, but in a diluted form, with all its weaknesses and only a fraction of its powers. Unlike a true aggelus, he is a native of this world and cannot be banned or imprisoned on other levels.

**• Special Senses.** Every half-celestial has Infravision, Keen Sight and See the Invisible.

**• Extra Armor: Electric and Sonic.** Half-celestials are resistant to these energies originating from clouds, lightning and thunder.

**• Flight Aptitude.** For half-celestials, the Flight advantage costs 1 point.

**• Aptitude for White Magic.** For half-celestials, the White Magic advantage costs 1 point.

**• Vulnerability: Fire.** Half-celestials are vulnerable to the flames of hell.
Buffoon

The buffoon is the medieval clown, Arton's comedian. While the bard thrills the audience with stories of action, romance or horror, the buffoon aims to get laughter out of their audience.

The buffoon wears bright colors, huge shoes, strange wigs, false noses and colorful makeup, among other props. It is common for them to pretend to be a caricature of a “real” adventurer (say, with a robe full of stars and a pointed hat to pose as a “great magician”), or even of a famous hero or villain (several buffoons have been seen wearing King Thormy's fake mustaches, Master Arsenal's helmet pans or other "uniforms" like that).

When it comes to making people laugh, the buffoon lets go of any respect, dignity and self-love - a reason why goblins are attracted to this profession. They are often hired to keep boredom from noble courts, or from popular parties. It is rare for them to participate in adventures, but sometimes it can happen.

**Draw Attention:** with your antics and gaudy look, you are effective in distracting your opponents. You can use an action and 2 MP to force a target to make a Resistance check. If the target fails, they lose their next turn.

**Protection of Hyninn:** the God of Cheat protects your steps. If you reach 0 HP, you are automatically successful in your Death Check, automatically becoming very weak. However, you can still die from continuous punishment.

**Provocation:** you know how to irritate your enemies, causing them to lose patience and concentration. You can use an action and 1 MP to force a target to make a Resistance check. If the target fails, it suffers an Ability -2 penalty until the end of the fight.