recursal/Fanatic-Fandom huggingface dataset:
Berserker

## **Background**

Berserkers are fighters who use their Rage to their advantage, disregarding their own safety. They benefit from being wounded and the more damage they take, the more powerful they become.

## **Gameplay**

The Berserker has 3 different stances that they can switch between in order to gain different benefits. The Blood Rage stance increases attack power, the Reckless stance gives them more mobility, and the Provoke stance punishes Enemies for attacking them. Most of the Berserker's skills improve the benefits they receive from a particular stance.

**Setup:** Place the Berserker's dashboard next to their Hero dashboard and place the Stance token on the stance in which they wish to start. After choosing their Level 1 skill, place its card below its corresponding stance. Note that some skills can be placed under any stance.

**Gameplay:** Every time the Berserker takes Wounds, they may move any lost Health tokens to the Rage Pool on the Berserker dashboard. Health tokens on the Rage Pool are Rage (Rage Token). The Rage Pool can hold up to 7 tokens (any excess is discarded). Some abilities cost Rage (Rage Token) to be used. To trigger them, the Berserker must pay each cost separately.

Each stance begins with an ability that requires the Berserker to spend 1 Rage (Rage Token) to trigger. The Berserker may only trigger the abilities and skills under their current stance and can change their stance during their turn by spending 1 Rage (Rage Token) before or after an action.

***Note:*** *Some game effects allow the Berserker to add tokens to the Rage Pool without suffering any Wounds. In such cases, take Health tokens from the general supply and add them to the Rage Pool.*

## **Skills**

*Note that all Skills level 6 and higher are only available in Campaign Mode*

Fatal Fury

* **I - Level 1; Blood Rage; Attack 1 (Rage Token):** +1 (Yellow Dice)

## **Set Item Skills**

Shadowbane

* Minor Power: The Berserker can carry a (One-Handed) in a hand and a (Two-Handed) in the other hand
* Greater Power: The Berserker can carry a (Two-Handed) in each hand. Every time they kill a Leader or a Roaming Monster they gain (3 Rage)

Hellfire

Darkbringer

## **Berserkers in Massive Darkness 2: Hellscape**

* Gheta
* Ivan
Kamen Rider Primarch: Saur Sepuh

Kamen Rider Primarch Saur Sepuh is an upcoming Third Fancomic Tokusatsu Crossover series , based on the Kamen Rider Build And The Based Story Saur sepuh Author Niki Kosasih.

## Story

The series is centered around Brama Kumbara/Kamen Rider Build, with Rex Salazar in the role, and other members of the Madangkara.

## Crossover

* Generator Rex @ Man of Action (CN)
* Overlord @ Kugane Maruyama
* Rahan @ Roger Lecureux
* Digimon Universe: Appli Monsters @ N/A
* G.I. Joe: Sigma 6 @ N/A

## Characters

### Kamen Riders

* Kamen Rider Build/Brama Kumbara ► Rex Salazar
* Mantili ► Narberal Gamma
* Raden Bentar ► Haru Shinkai
* Raden Wanapati ► Rahan
* Garnis Waningyun ► Scarlett

## Allies

### Based Province

* Patih Gotawa ► Agent Six
* Utari ► Rebecca Holiday
* Paksi Jaladara ► Noah Nixon
* Caesar Salazar

### Based Appmon

* Eri Karan
* Torajirou Asuka
* Rei Katsura
* Yūjin Ōzora
* Anjani ► Ai Kashiki
* Jaka Lumayung ► Den'emon Shinkai
Werebear

Lycanthropy is a curse tied directly to the Darkness' influence on the wild world, created to fill humanity - and all those they come in contact with - with the kind of savagery it can manipulate for its own ends. Werebears were engineered to be brute force weapons, shifting from mere men to hulking monsters of fur, claws and teeth as soon as the sun sets. Poor souls whoget caught in the piercing gaze of a raging werebear rarely have more than seconds to live. Pleading, begging or bribery cannot sate a werebear's rage, only the death of its foes.

## **Gameplay**

The Werebear is a vicious beast that uses its massive body and sharp claws and teeth to pin down and maul its victims. When it activates, it automatically stuns a hero standing in its Zone, then it proceeds to attack its target, getting a deadly Wounds bonus when attacking a stunned hero!

**Lesser Roaming Monster**

* Stuns a Hero standing in the same Zone (players choose) each time it Activates
* **Melee Dice:** 1 Yellow, 1 Red
* **Defense Dice:** 2 Blue
* **Health:** 6 per Hero

**Greater Roaming Monster**

* Stuns a Hero standing in the same Zone (players choose) each time it Activates
* **Melee Dice:** 2 Yellow, 2 Red
* **Defense Dice:** 1 Blue, 2 Green
* **Health:** 8 per Hero
Ransomer

## The Ransomer Insurgency

The Ransomer Insurgency are a team of extraordinary individuals with special abilities and the will to do good in the world. The team's purpose is to protect the planet Earth and its people from both domestic and extraterrestrial threats.

### Team Zaman Now

* Steven Universe
* Ben Tennyson
* Tanjiro Kamado
* Bee

### Team Generation Micin

* Adora
	+ Simulacra Black Swordsman
* Luz Noceda
	+ Simulacra Demon Slime
* Tulip Olsen/Jesse Cosay
	+ Simulacra Goblin Slayer
* Demencia
	+ Simulacra Parasyte
* Ayame Kajou
	+ Simulacra Commander

## The Ransomer Opposite

The Ransomer Opposite are a team of special abilities who perform high-risk missions for the Government in exchange for commuted sentences.The team's actions are highly classified, and the government is able to deny any involvement by claiming that they are not responsible for the damages of a random Inhuman attack. Their commander is Maki Oze.
Jebediah

*"I foresee a time when anyone robbed of their legs can make use of one of these." - Jebediah*

## **Background**

Jebediah is a Master Tinkerer in the Technomantic Union and a Professor for the University of Crondar. His work with the Lightbringers is usually secondary, but in this time of Massive Darkness he has put aside his academic robes and taken up his armor. His unique degenerative disorder has withered his body long before his time, but his mind is sharper than the keenest blade. Even over the roughest terrain, his chair grants him surprising speed. Enemies rarely know what to make of this mechanized menace.

* **Race:** Human
* **Age:** 31
* **Origin**: Crondarian
* **Class:** Tinkerer
* **Pronouns:** He/Him

## **Gameplay**

* **Special Skill:**
* **Shadow Mode Skill:**
* **Health:**
* **Mana:** 4

Never one to flinch in face of adversity, Jebediah learned long ago that the challenges that lay before him were the fuel he needed to push forward. The wheelchair he created and perfected over the years allow him to deftly move across any terrain even faster than people on foot. When operating with the aid of Shadows, he’s able to more efficiently scrap items for parts and come up with contraptions in no time!
Hug Bear

*"... I'd say something sagacious right now, but just kill the damn thing and let us quit this place." - Mathrin of Xon*

The cruel heart of darkness at the center of this dastardly realm beats in the fuzzy, colorful chest of the cutest monstrosity to walk the earth. The Hug Bear's insidious powers rely on weaponized feelings of love and affection, and we wish we were kidding about that. The greater your swell of emotion, the more devastating the Hug Bear's attacks become. One wonders what conflicts between the Rainbow Crossing and the Infernal and Supernal Realm looks like ...

## **Gameplay**

Alright, it’s time to evaluate the battle against the Boss of this deadly place!

At first sight, the Hug Bear may look fluffy and friendly, but nothing could be farther from the truth. Large and sturdy, its starts the fight bearing 40 Health per Hero, making him more resilient than other Bosses, and with a strong base attack too: His beefy hands slap with 2 Yellow and 2 Orange dice! Onto the passive Abilities: With Colorful Spawn we notice that the Hug Bear has a special interaction with its tiles: every so often it will add rainbows to the mix on each cauldron, which are illustrated on the tiles. What does it do? We’ll see in a second. Love Hurts (not just a universal truth) actually empowers the Hug Bear’s ultimate Ability.

At the low cost of 1 Retaliation, the Hug Bear shows his mobility with Bear Bounce, allowing him to jump to the least damaged Hero, deal them some automatic damage followed by an attack. Ouch! Did we mention that the Hug Bear has an incredibly annoying powerful song too? Chilling Song makes Heroes stop all they’re doing to cover their ears, which will cost them actions! With Power of Love, the Hug Bear collects the rainbow power that’s brewing on cauldrons, moving them from the tiles onto the Boss dashboard? Why? Because of Rainbow Cone, of course! The Hug Bear’s Ultimate ability is when all his setup pays off: it dashes to a Rainbow Zone and attacks all Heroes on a line, boosting the attack by +1 damage per rainbow discarded. It’s a world of pain it left unchecked! The Lightbringers will have to continuously whip at the Bear’s defenses, move deftly across the map and try to stop it from brewing and collecting his magics. Failure means staying in the Rainbow Crossing... forever!
Dark Pixie

*"I'm a Sprite, not a Pixie! Get it right!" - Irk*

The Unseelie are misunderstood by the world over. They're just as much fey as the Seelie, but where the Seelie will play pranks and tricks and laugh with you over tea and biscuits later, the Unseelie will laugh over your suffering and place bets on your improbable survival. The Dark Pixies are a recent development in the Unseelie ranks, having once been known as Lifebringers, a type of fey that expands The Forest's borders and oversees its growth. They now do much the same function, but spread the Darkness within The Forest.

## **Gameplay**

They might have once been magical protectors of the woods, but these beings now known as Dark Pixies are very dangerous in swarms and have become attracted to magical energies. When facing the Lightbringers, they're able to leech their mana to channel their healing abilities!
Lord Tusk

*"Twenty bladders o' grog to the og who brings me a 'bringer head!"*

Lord Scarguts Tusk is among the world's most infamous of ogres. Laden with gold stolen from decades of conquest and armed with the two largest blades master hobgoblin smiths could forge, Cleave and Quarter, Lord Tusk sees nothing but opportunity in his people's service to the Darkness. Gleeful to heedlessly wade into combat alongside his brothers and sisters to make pulp of his foes, he hides his true endgame within his frenzied cunning. Once victory is theirs, the Darkness will need capable and loyal rulers for the world ... and Tusk will be sure to be the obvious choice!

## **Gameplay**

Lord Tusk is a savage warlord, wielding his two gigantic blades with wild bloodlust. His Melee attacks are as deadly as they can be, rolling almost every attack die in the game! His two blades allow him to make a second attack during each activation, targeting a different hero standing in the same zone.

**Lesser Roaming Monster**

* May perform Melee Actions at 0-1 Range.
* At the end of his Activation, he performs an additional Attack against a different Hero in range (players choose).
* **Melee Dice:** 2 Yellow, 1 Red
* **Defense Dice:** 3 Blue
* **Health:** 4 per Hero

**Greater Roaming Monster**

* May perform Melee Actions at 0-1 Range.
* At the end of his Activation, he performs an additional Attack against a different Hero in range (players choose).
* **Melee Dice:** 2 Yellow, 2 Red
* **Defense Dice:** 3 Blue, 1 Green
* **Health:** 8 per Hero

## **Attainable From**

* Heroes & Monster Set: Sorcerers vs Lord Tusk
Sibyl

*“I've have been killing monsters since before your grandparents were children. Stand aside.”*

## **Background**

The return of the Goblins and other horrors to the dark places has caused no end of trouble for the Elves, forcing them to resurrect a tradition long since buried. The Nightshades bend their bows and sharpen their swords to put monsters in the ground, and Sibyl is nothing but an exemplary member. The first time her arrow stuck home and fell a foe, she knew her life as a hunter of horrors matched her spirit perfectly. Little did she know that her hunting would eventually put her on track to stand against the minions of the very Darkness itself.

* **Race:** Elf
* **Recommended Class:** Nightshade Ranger
* **Pronouns:** She/Her

## **Gameplay**

* **Shadow Mode Skill:** Attack (Bam): +2 (Sword)
* **Special Skill - Eagle Eye:** Attack: May Re-roll blank results one additional time.

## **Gameplay: MD2**

Class: Ranger

* **Special Skill: Ranged Attack:** 1 (Mana): +2 (Sword)
* **Shadow Mode Skill:** Draw and discard 1 Arrow card. 1 (Re-roll) for each (Arrow) revealed this way
* **Health:** 4
* **Mana:** 3
Enemy Box: Ratlings

This vile race of sentient rodents has always pestered the people of the land. However, with the Darkness' growing power, these vermin have grown bolder, more bloodthirsty, and better equipped. Swarms of Ratlings have been raiding farms and causing all sorts of mayhem in the countryside. They scurry about on nimble feet, vanishing into the darkness before anybody can do anything about it. There are even rumors of gigantic Ratling Bullies that rival the strength of a troll!

## **Included items**

The Ratlings Enemy box contains:

* 1 Ratling Crossbowmen Boss figure
* 6 Ratling Crossbowmen Minion figures
* 1 Ratling Warriors Boss figure
* 12 Ratling Warriors Minion figures
* 1 Ratling Agent figure
* 1 large Ratling Bully figure
* 13 cards
Mathrin

*"Knowledge must be pursued with wisdom. Some things were not meant for mortals." - Mathrin of Xon.*

## **Background**

Mathrin has always sought knowledge more avidly than was really good for him. As a master of mystic arts, Mathrin is no stranger to dangerous lore, but in his later years he's learned to temper his thirst for knowledge with caution. Unlimited power was never meant for mortal hands, no matter how well-intentioned. There's a reason all things die, and sometimes forbidden knowledge must die with them. This wasn't always Mathrin's attitude, to be sure. But now he applies his hard-won lessons to himself and his colleagues so that they need never be taught in the same manner again.

* **Race:** Human
* **Age:** 62
* **Origin**: Yildan
* **Class:** Wizard
* **Pronouns:** He/Him

## **Gameplay**

* **Special Skill:** Action: Gain 3 (Mana)
* **Shadow Mode Skill:** Use any attack spell on the Amulet for free. Do not rotate the marker.
* **Health:** 4
* **Mana:** 6

Mathrin's long experience manipulating arcane energies allows him to conjure Mana out of thin air at the cost of an action - something very rare indeed among magic users. His Shadow Ability allows him to manipulate his Spell Amulet, readying and casting any spell.

## **Quotes**

*"Not demons, but formed of hellfire, if that makes any sense." - On Fire Entities*

*"And to think, some conjurers summon these beings as ... entertainment." - On Demons*

*"Least of their kind, and thus, most easily corrupted. A tragedy, each one." - On Angels*

*"As tactics go, it makes sense to open with Pestilence." - On Plague*

*"It is no mere demon hound, but almost a Duke in power. Its fire burns eternal." - On Cerberus, the Guardian*

*"The fairest forms can contain the darkest souls." - On Queen Caenedra*

*"... I'd say something sagacious right now, but just kill the damn thing and let us quit this place." - On Hug Bear*

*"Hades is not traditionally a villainous figure. Yet here we are." - On Hades*
Kamen Rider Virus Soup: Angling Dharma

Kamen Rider Virus Soup: Angling Dharma is The Second fancomic Tokusatsu and The series is based on Kamen rider Ex Aid With Introduction Malwapati.

## Story

Cerita mengenai kerajaan Malawapati merupakan inti dari kisah Prabu Angling Dharma. Namun, intrik seperti: dendam, cinta, serta penghianatan ... ternyata jauh lebih menarik untuk dinikmati. Pendekar muda dari dua golongan, yakni: golongan hitam dan putih selalu berusaha untuk mempertahankan apa
 yang menurut mereka benar. Tidak heran, apabila pada akhirnya
pertarungan dua kelompok tersebut menjadi Baik

## Crossover

* Steven Universe @ Rebecca Sugar
* Noragami @ Adachitoka
* Kekkaishi @ Yellow Tanabe
* Nanatsu no Taizai @ Nakaba Suzuki

## Characters

### Marianas Return

 TBA

 TBA

 TBA

 TBA

 TBA

 TBA

 TBA

 TBA

1. ↑ Cite error: Invalid `<ref>` tag; no text was provided for refs named `Production Blog`
Queen Caenedra

*"The fairest forms can contain the darkest souls." - Mathrin of Xon*

Queen Caenedra'thrynailea'velethria has long served as ruler of the Unseelie Court. Her support of the Fae'shar Commonwealth came as no surprise to the Seelie Fey. Indeed, the Unseelie Queen's wisdom and insight are as renowned as her temperamental nature and cruelty. She is not evil, but rather possessed of the same nature as a thunderstorm. She simply is what she is. Which is why this latest turn towards actively aiding the Infernal forces in this Massive Darkness has left many terrified for The Forest and its harmonious natural balance.

## **Gameplay**

Queen Caenedra’s powers are wondrous, and when commanding her troops, she focuses on increasing their protection with specialized defensive spells, represented in game by unique tokens. If no other Monsters are in play, she will focus her attacks on Heroes when activating. But once a Monster appears, her activations are dedicated to giving them the tokens, allowing them to roll more defense for every token they have. But it's not only the troops that benefit from Queen Caenedra's spells. She knows that to protect the others, she must protect herself, occasionally casting spells for self-protection.

**Level 10**

* **Treasure:**
* **Health:** 13 per Hero
* **Defense Dice:** 4 Blue, 3 Green, 2 Black
* **If there is a Hero in (Magic) Range:** Queen Caenedra attacks the closest Hero.
* **If there are other Enemies in the Dungeon:** Place Queen Caenedra in the same Zone as the closest Hero and place 1 Queen token on the Hero. When Enemies defend, they roll +1 (Green Dice) per Queen token on the attacking Hero. Then, remove the tokens from the Hero.
* **Defense (Claw):** Place 1 Queen token on the attacker
* **Magic Dice:** 3 Orange, 2 Red, 1 Black
Archangel Raphael

*"Highest of the chorus, most holy of the Heavenly Host, and now, our enemy. A dark day indeed." - Sir Ronen of Vale*

The Archangel Raphael commands all lesser angels in the Supernal Legions. His abilities are more than a match for the greatest mortal heroes, and to battle Raphael is to face the might of a powerful agent of Light and his legion of immortals. To see him warring on the side of corruption is an unspeakable tragedy. The Infernal Realm has wrought a true nightmare in Heaven, and Raphael's fall from grace is its sad culmination.

## **Gameplay**

Raphael's presence on the battlefield weights significantly. A commanding force for the army of Darkness, while he's around, all Enemies get empowered defenses. He's also able to spur them to action and replenish their ranks. And if that's not enough, his angelical spear wreaks havoc among his enemies.

**Levels 1-2**

* **Treasure:** 2 Random, 1 Rare
* **Health:** 4 per Hero
* **Defense Dice:** 1 Blue, 1 Black
* All other Enemies roll +1 (Blue Dice) on defense.
* **If there is 1 or more Hero in LoS:** Raphael targets the farthest Hero, attacking them and each other Hero in LoS between his Zone and the target Hero's Zone (*including Raphael's Zone)*. Resolve each attack separately.
* **Otherwise:** Heal all Enemies in the Dungeon by 2 and move Raphael 2 Zones towards the closest Hero.
* **Defense 1 (Claw):** +1 (Blue Dice), Heal Raphael by 2.
* **Melee Dice:** 1 Yellow, 1 Black
* **Ranged Dice:** 1 Orange, 1 Black
Ariane

*"So, where is the law now?"*

## **Background**

An orphan of the streets, Ariane grew up tough and agile, always one step ahead of the constables. She joined the Guilds of course, often working for more than one. The one job she took towards the end was the one she wished she could take back. She'd been hired to thieve the keys to the city, meaning the actual master keys held by the mayor alone. Her client, alas, proved to be a necromancer. She escaped his death trap, however, survived the invasion, and now offers her help to anyone willing to stand up to the menace. No one knows about her dirty little secret ... As yet.

* **Race:** Human
* **Recommended Class:** Bloodmoon Nightrunner
* **Pronouns:** She/Her

## **Gameplay**

* **Shadow Mode Skill:** Attack (Bam): +1 (Yellow Dice).
* **Special Skill - Point-Blank:** May use Ranged Weapons at Range 0.
Harriet

*"It's not like anyone's using a corpse once the soul is gone, right?" - Harriet Burke*

## **Background**

Harriet's alliance with necromancy caused significant concern among the priests in the Crondarian capital, namely because she worked in secret and without their knowledge to learn her dark arts. Once discovered and imprisoned, she met an agent, who arranged for her release on promise good conduct to serve with the Lightbringers. Harriet's not evil, but nor is she particularly good. She finds such a binary concept to be too limiting when applied to herself and her work.

* **Race:** Human
* **Age:** 31
* **Origin**: None (Formerly Crondarian)
* **Class:** Necromancer
* **Pronouns:** She/Her

## **Gameplay**

* **Shadow Mode Skill:**
* **Special Skill:**

Harriet’s connection to Darkness is an ability she knows to employ well: she’s actually able to roll the Monster die to try and collect extra souls from time to time. Better yet, when melding with Shadows (her preferred element), Harriet can outright defeat a Minion on her space AND collect its soul. It’s no surprise she carries a grim bag with her wherever she goes …
Azrael

**The High Elf**

*“For crown and country!"*

## **Background**

The noble elf houses were a collective stronghold against the damages done by the first Lightbringer War, but the renewed presence of the Darkness has invigorated the elves to act. Azrael won the right to be his house's champion against evil, and looks forward to carpeting the world with dead monster bodies. He was trained from a young, carefree elf boy frolicking in the alabaster halls of his family into an ironclad bastion of defence ready to taken on the worst foes the world has to throw at him. With stalwart allies by his side, Azrael will defeat them all.

* **Race:** Elf
* **Recommended Class:** Noble Warrior
* **Pronouns:** He/Him

## **Gameplay**

Azrael is a noble warrior of a very distinct family of high elves. In his very long life, he's learned how to extract the most of out those under his leadership. During his activation, he can use his Command special skill to have another hero execute any action of their choice, completely out of turn! But don't think Azrael is only good at having others do his dirty work, he's also a very capable warrior, with an automatic Hit on every Melee attack, and his Noble Warrior class grants him a re-roll in every fight as well.

* **Shadow Mode Skill:** Defense (Bam): Attacker -1 Attack die.
* **Special Skill - Shield Specialist:** [Shield Bearer] Equipped Two-Handed Weapons are considered One-Handed.

## **Attainable From**

* Heroes & Monster Set: Noble Warriors vs The Cockatrix
Detective Saur Sepuh

**Detective Saur Sepuh** is the title an Fancomic Dub series published by Colossal Comics. The series is based on Kamen Rider Build And Story Based on Saur Sepuh created by Niki Kosasih.The first Title Issue Darah Biru and later , is best known for introducing Steven universe

## Main Character

* Tulip Beetleguise Van Helsing As Garnis Waningyun
* Chloe Park As Dewi Anjani
* Grizzly As Doyok
* Panda As Otoy
* Ice Bear As Ali Oncom

## Character

* Rikka Takarada As Farida
* Akane Shinjō As Mardian
Dylan

*"Many-Luted and Many-Looted. Get it? ... Well, it makes more sense if you see it written." - Dylan the Many Luted*

## **Background**

The bard known as Dylan travels the world collecting musical instruments, the more exotic the better. As a world-famous poet and musician, he's quite wealthy, and his home in Crondar's capital is a virtual museum of musical instruments from across the world. While he commands top coin for performances in the mansions and palaces of nobility across the continents, Dylan's true wealth comes from his work with the Lightbringers. After all, the most loot is found in dungeons!

* **Race:** Human
* **Age:** 38
* **Origin**: Crondarian
* **Class:** Bard
* **Pronouns:** He/Him

## **Gameplay**

* **Shadow Mode Skill:**
* **Special Skill:**

Dylan’s many years of experience traveling the world and performing confer him extraordinary playing skill (not to mention a vast repertoire!). He’s created and refined a technique to play double notes on his lute, pressing two fingers against the same fret to create eerie melodies. When benefitting from the cover of darkness Dylan is not shy to employ underhand tricks and bend the rules to move Chords around unnaturally. Such a cheat!
Ostara

*“Against the Darkness the Light is the shield. I am the sword."*

## **Background**

Where danger threatened the innocent, paladins like Ostara come to the defence of those who could not defend themselves. The Darkness began to rise again and monsters became brazen, coming into populated areas more and more often. Good people were in greater danger than ever before, and Ostara answered the call. Inscribing her prayers of rage and righteous anger on the inside of her shield, the Order of Fury blessed her, and she left the temple in search of allies. Finding others willing to stand against the Darkness, Ostara is ready to fight and prepared to die for the Light.

* **Race:** Human
* **Recommended Class:** Paladin of Fury
* **Pronouns:** She/Her

## **Gameplay**

Ostara walks that fine line between being a protector and a killer. Her Melee attacks always get an extra Hit, and if she manages to roll Bam symbols, she can choose to either heal a companion by her side, or wound an enemy next to her! Her recommended Paladin of Fury class may also grant her an extra Blue die to defend herself.

* **Shadow Mode Skill:** Defense (Bam): Inflict 1 Wound to the attacker.
* **Special Skill - Tough Defense:** Blank results get +1 (Shield).

## **Attainable From**

* Warrior Priests vs The Spearmaiden Cyclops
Hellephant

The hellephants are nomadic, flesh-eating, humanoid pachyderms from the scorching hot southern svannahs. They are ravenous being with profound ties to sacrificial magic, thirsting for violence as much as they do the bloody feast it provides. They missed out on the Darkness' first rise to power, but hearing rumours of a new ascension and growing conflicts to the north drew them away from their long grasses and sweltering heat. Now the hellephants take bended knee to the Darkness and its insidious goals, throwing themselves into a murderous campaign bent on filling their bellies and littering the ground with fruits of recent slaughter.

## **Gameplay**

In spite of looking like a dumb brute to many, the Hellephant is actually a powerful sorcerer, using dark magic from a distant land to counter the enchantments heroes might try to use against it. The heroes' attack enchantments triggered by Bams and Diamonds are simply useless against the might of the Hellephant! And it IS also a powerful brute on top of that.

**Lesser Roaming Monster:**

* **Defense:** Cancel all Attack (Bam) and (Diamond).
* **Melee Dice:** 2 Yellow
* **Magic Dice:** 1 Yellow, 2 Red
* **Defense Dice:** 1 Blue, 1 Green
* **Health:** 5 per Hero

**Greater Roaming Monster:**

* **Defense:** Cancel all Attack (Bam) and (Diamond).
* **Melee Dice:** 2 Yellow, 1 Red
* **Magic Dice:** 1 Yellow, 3 Red
* **Defense Dice:** 2 Blue, 2 Green
* **Health:** 7 per Hero

## **Attainable From**

* Heroes & Monster Set: Bloodmoon Assassins vs The Hellephant
Valerie

*“Ugh! I got some of you ON me! Disgusting..."*

## **Background**

Darkness' resurgence has made room for villainous scum to try and take advantage of a bad situation. While the Bloodmoon Society focused on its own profits, its leaders knew that they would make nothing in a world with monsters around every corner. The answer? Place a standing bounty for all Bloodmoon Assassins to target the Darkness. Valerie loves the thrill of the hunt and the rush of a kill, grinning madly behind her mask of office. But lately she has felt something new as she wets her blades. Valerie is experiencing what it feels like to do something genuinely good.

* **Race:** Human
* **Recommended Class:** Bloodmoon Assassin
* **Pronouns:** She/Her

## **Gameplay**

Valerie is a ruthless assassin, who will use any means necessary to bring down her target. Her whole focus is on attacking with deadly results, rolling an extra yellow die on all Melee attacks. For defense, she prefers to use her enemies as meatshields. She may use the Defense dice of any enemy in her zone as her own, allowing her to focus on offensive equipment. Her recommended Bloodmoon Assassin class might allow her to remove 2 Defense dice from her targets when she attacks in Shadow Mode.

* **Shadow Mode Skill:** Attack: +1 (Sword) per Wound the enemy has (max. +3 (Sword)).
* **Special Skill - Meatshield:** Defense: May redirect 1 Wound from this Attack to another Actor in the same Zone instead.

## **Attainable From**

* Heroes & Monster Set: Bloodmoon Assassins vs The Hellephant
Darkbringer Set

Items denoted with the word Set are part of a magical set of gear. Each part of a set has a shared title noted on its front, such as "Shadowbane Set." Set items can be equipped individually like any other item, but the true power of a set comes from equipping multiple pieces at the same time. Each Set has 1 item that is exclusive to each Class, while the rest of the Set are item cards that any Class can use. When a Hero has at least 2 Set Items from the same set equipped, they receive the corresponding Set Power card for their specific Class and can use that card's Minor power for as long as the Hero keeps at least 2 Set items equipped. If a Hero has 4 or more Set items, they gain access to the Greater power listed on the Set Power card. If a Hero at any times decides to remove a Set item leaveing them with less than the required amount, they lose access to the corresponding Set power. The Hellscape Core Box comes with 1 item Set: Shadowbane.

***Note:** If a Hero draws a Set item from a Class that is not in play, they may discard that card and draw another one of the same tier.*

## **The Darkbringer Set**

As you can see, the Darkbringer Set is focused on improving an already strong game mechanic, which is the use of Shadow Zones!

All Classes have the same Minor and Greater Power.

Minor Power

* The Darkbringer Shadow Ability may be triggered instead of the Hero's regular Shadow Ability.

Greater Power

* The Darkbringer Shadow Ability may be triggered in addition to the Hero's regular Shadow Ability.

## **General Equipment**

Body Armor - Sinister Armor

* **Action:** Transfer all your (Fire Token) to 1 Enemy in your Zone.
* Defense Dice: 2 Blue, 4 Green

Leg Armor - Shadow Greaves

* **Move:** If you begin this move in a Shadow Zone, gain

Head Armor - Doom Helm

* **(Shadow) Attack:** Double the amount of (Sword) from the (Purple Dice)

Miscellaneous Armor - Dark Gauntlets

* **(Shadow) Attack 1 (Mana):** 2 (Re-roll)

## **Darkbringer Wizard**

Darkbringer Shadow

* **Shadow Mode Skill:** -1 (Shield) per (Mana) you have

Weapon - Wizard's Arcane Bracer

* One-Handed
* **Shadow:** You may lose (Mana) instead of Health
* Magic Dice: 1 Yellow, 1 Orange, 1 Red

## **Darkbringer Tinkerer**

Darkbringer Shadow

* **Shadow Mode Skill:** Draw 2 tokens from the Treasure bag. Choose 1 to keep as a Gizmo and return the other

*If you are equipped with both parts of the Exo-Armor, Hellfire items in your Inventory count to unlock these powers.*

Weapon - Tinkerer's Noxious Wristbow

* One-Handed
* **(Shadow) Action:** Perform 2 attacks (*once per round*)
* Melee Dice: 2 Yellow, 2 Orange
* Ranged Dice: 1 Orange, 2 Red

## **Darkbringer Bard**

Darkbringer Shadow

* **Shadow Mode Skill:** For each Active Note, gain the corresponding effect:
	+ **G:** 1 (Re-roll)
	+ **E:** +2 (Sword)
	+ **B:** +2 (Mana)

Weapon - Bard's War Drum

* Two-Handed
* **(Shadow) Action:** 1 Hero on your Tile performs 1 attack. They gain 1 (Re-roll) for each different Active Note.
* Magic Dice: 2 Yellow, 2 Orange, 1 Red
Tak "Spellbones" Trooblood

*"Let's get all this revolution business over with soon so I can get back to my important work - bones don't talk to just anybody, ya know?"*

## **Background**

Paleomancy is the study of ancient bones, and the ability to invoke powerful magic derived from those bones. Tak Trooblood is perhaps the most famous and successful practitioner of this type of magic today. Using his vast knowledge of extinct animals, and drawing upon his own very impressive collection of ancient bones, Tak can call forth the power of little-known magical creatures that once roamed the landscape of the Known World. The authorities of Gateway have declared him a heretic and forced him to close the doors to his beloved Museum of Magical Beasts. Shortly thereafter Tak went underground and joined forces with the resistance.

* **Race:** Human
* **Recommended Class:** Battle Wizard

## **Gameplay**

* **Shadow Mode Skill:** Defense: May Re-roll blank results 1 additional time.
* **Special Skill - Vigor:** While Spellbones has full Health, he gains "Attack +1 (Bam)."

## **Attainable From**

* Zombicide Crossover - Sean A. Murray Special Guest Box
Seli

*"Did ... did we meet before? You remind me of someone. Did I try to kill you?"*

## **Background**

Survivors found an unconscious Seli among corpses, after a fierce battle against a zombie horde. At first, everyone thought the elf warrior had a bad blow land upon her head and lost her memory. It proved to be worse: for some reason, Seli is unable to remember most things past a few days. So far, no one knows if it is a curse, a permanent injury, or otherwise. The elf warrior keeps her outstanding martial abilities, though, and proves to be a breathtaking athlete coupled with a skilled assassin. Her joyful temper and sense of humor can be a sad thing to behold, though: every other day, Seli awakens amidst strangers, without any hint of her past, and in a ravaged world. Who is she?

* **Race:** Elf
* **Recommended Class:** Bloodmoon Nightrunner
* **Pronouns:** She/Her

## **Gameplay**

* **Shadow Mode Skill:** Attack: Cancel Defender's (Bam) and (Diamond)
* **Special Skill - Heart of Sword:** [Sword Equipped] Attack (Bam): Defender -2 (Shield) (Repeat 2).
Lyidan Incubus Lord

*"Legend says one of these was defeated by Margantha the Insatiable. Me, I'm just gonna kill it." - Gheta, the Hammer of Ril*

Where Succubi are fairly common denizens of the Infernal Realm, their male counterparts, the Incubi, are much rarer. As such, an Incubus tends to be more powerful and consequently more dangerous. Such is the case of Lyidan, the Incubus Lord, now walking the Prime Realm in search of prey. The foul creature is drawn to attack those who present the most challenge. Beware its overpowering demonic aura.

## **Gameplay**

Lyidan is as skilled in combat as it is erratic in behavior: It thrives in Shadows and suffers greatly under direct light. When embraced by shadows, it’s able to dash to the healthiest Lightbringer it can find and unleash a flurry of attacks, which bear the strength of its arms and weapons. On the other hand, when not covered by Shadows, it actually suffers damage and has to retreat. Lightbringers will have to tactically approach battle and positioning when Lyidan appears in the Dungeon.
Cupid

*"Couldn't we just return to Hell?" - Gheta, the Hammer of Ril*

Cupids are sons of the Goddess of Love and Desire. Exactly which goddess of love and desire remains in question, but clearly she's got particular goals in mind, as her sons work to create bonds of attraction between heroes that have nothing whatsoever to do with love. Theirs is a somewhat insidious form of magic, causing an obsession that is short-lived but not easily dismissed. Heroes spend more time mooning after each other than actually fighting, which is disastrous on the battlefield.

## **Gameplay**

Lightbringers are advised not to be fooled by their sweet appearance, for these Cupids are deadly with their arrows, which they imbue with powers that cloud the minds of their targets. Their victims find themselves overcome with emotions and rushing carelessly towards their fellows. Deadly tricksters indeed!
Kaylee

*"It took a while, but finally I have a House and the means to support my family." - Kaylee*

## **Background**

Kaylee comes from a lowborn family, and in the mighty Yildan Empire that means she was never afforded a proper education. But, her sharp mind and insatiable curiosity considered her lowly status as more of a challenge than a barrier. She was forever experimenting with cobbled-together contraptions, and her quick thinking saved half her village from monsters during the first Massive Darkness. Her grateful Duchess granted her a low rank in the House of Xon, and Kaylee now employs her skills in service to the Lightbringers.

* **Race:** Human
* **Age:** 24
* **Origin**: Yildan
* **Class:** Tinkerer
* **Pronouns:** She/Her

## **Gameplay**

* **Special Skill:** **Combat:** (discard 1 item): 2 (Re-roll)
* **Shadow Mode Skill:** Draw 1 Mob item from your current level
* **Health:** 5
* **Mana:** 3

Growing up with a curious mind, Kaylee allowed herself to experiment, fail, and succeed. One thing she’s learned early on was to have and apply the right tools for the right job. Since then she always carries a small arsenal of tools and spare parts with her – and they’ve proven quite useful in her journeys with the Lightbringer: Kaylee is able to make defensive use of her items, letting them take damage for her. Even more ingenious: in Shadows, Kaylee is able to put her observations to practice and craft weapons that she’s seen monsters carrying around!
Weretiger

Forgoing the nocturnal stealth of most lycanthropes, weretigers are fearsome predatory warriors first and foremost. Changed by the Darkness' horrid curse into soldiers of awe-inspiring speed, strength, and agility, weretigers fill the heart of a fighter with the fire of a voracious beast. They are killers capable of slaughtering enemies with their long teeth, sharp claws and sharp swords - all at the same time. The weretiger gives itself over to a wild frenzy to become a lethal dervish. The Darkness knew what manner of beast it was creating when it seeded humanity with the weretiger. This is murder incarnate.

## **Gameplay**

The Weretiger's huge size does nothing diminish its agility. This beast's slashes always find their mark, with lethal results. Any blank results obtained by its attacks must be re-rolled once, greatly increasing the chance his prey will not survive for long.

**Lesser Roaming Monster**

* **Attack OR Defense:** Blank results can be Re-rolled one additional time.
* **Melee Dice:** 2 Red
* **Defense Dice:** 1 Blue, 1 Green
* **Health:** 5 per Hero

**Lesser Roaming Monster**

* **Attack OR Defense:** Blank results can be Re-rolled one additional time.
* **Melee Dice:** 1 Yellow, 3 Red
* **Defense Dice:** 3 Blue, 1 Green
* **Health:** 7 per Hero
Roaming Monster: MD2

## **Gameplay**

Roaming Monsters are gargantuan foes who require teamwork to be brought down.

Each Roaming Monster has an activation pattern. If the first condition is met, activate their first ability. If it is not met, check the second condition and activate it instead. If neither conditions are met, the Roaming Monster activates twice like a mob would.

## **Massive Darkness 2: Hellscape**

* Andra
* Empress Ytheria the Undead Queen
* Lyidan Incubus Lord
* The Ghoul

## **Massive Darkness 2: Heavenfall**

* Archangel Raphael
* Uriel Archangel of Fire

## **Enemy Box**

Four Horsemen

* Plague
* War
* Famine
* Death

Gates of Hell

* Cerberus

War of Souls

* The Banshee

Feyfolk

* Queen Caenedra

## **Heroes & Monster Set**

Monks & Necromancers vs The Paragon

* The Paragon

Bards & Tinkerers vs Metal Angel

* Metal Angel

Druids vs Beelzebub

* Beelzebub

## **Kickstarter Exclusives**

Darkbringer Box

* Buer
* Amon
* Azmozeus
* Gryphon
* Valkyrie
* Vindicator

## **Massive Darkness core**

* Ogre Mage
* Hellhound
* High Troll
* Abyssal Demon
* Liliarch
* Giant Spider

## **Enemy Box**

### **Elementals**

* Air Elemental
* Earth Elemental
* Fire Elemental
* Water Elemental

## **Kickstarter Exclusives**

* Cliffbreaker Cyclops
* Werewolf
* Ogre Brute
* Ogre Rockbreaker
* Weretiger
* Flesh Golem
* Iron Golem
* Cun-Ha
* Living Construct
* Nightmare Thing
* Oni
* Werebear
* Fomorian
* Low Troll
* Overseer
* Graz & Prug, Two-Headed Ogre
* Hellsbane
* Chromatis The Mad Unicorn

## **Zombicide Crossover**

### **Black Plague**

* Abominatroll
* Ablobination
* Abominotaur

## **Production**

As the Roaming Monsters are large figures, most needed to be separated into several different parts for moulding. Figures were pre-assembled prior to shipping to customers.

Weretiger unassembled resin parts.
Andra

*"I ... don't even know what that is." - Feydra of Cliffharbor Row*

The demonic entity known as Andras is something new, even to those who study the Infernal Realm and its denizens. Part demon, part angel, part undead, and entirely evil, this demon prince reaps terror in its path and sow's death in its wake. Ground tread by this creature turns to pale ash, and forests and fields wither and die under its gaze. It strikes swiftly and fades back into the darkness. It's a walking apocalypse, unleashed upon the world in this time of Massive Darkness.

## **Gameplay**

If The Reaper acts as a King over the troops of the Infernal Realm, Andras is the dark prince, leaving terror and chaos in its wake. This winged demon makes his air superiority count; darting in and out of battle, driving his enemies to fury. When Andras is not on the Dungeon but gets activated, it darts to the Lightbringer with the lowest Health, and when it is in the dungeon when it gets activated, it attacks then leaves the dungeon, soaring high out of range – how can the Lightbringers ever stop this demon?

**Levels 1-2**

* **Treasure:** 2 Random, 1 Rare
* **Health:** 5 per Hero
* **Defense Dice:** 2 Blue, 1 Black
* **If Andra is in the Dungeon:** Andra attacks the Hero with the lowest Health in LoS, if possible. Then, remove Andra from the Dungeon.
* **If Andra is not in the Dungeon:** Place Andra in a Zone adjacent to the Hero with the lowest Health. Then Andra attacks that Hero.
* **Combat 1 (Claw):** Deal 1 Wound to another Hero with the lowest Health in LoS.
* **Melee Dice:** 1 Yellow, 1 Black
* **Ranged Dice:** 1 Yellow, 1 Black
Nightmare Thing

Something went terribly, terribly wrong when the Darkness' warlocks created the Nightmare Thing. Unique in every way, it is an ever-shifting, pulsating horror of sloughed flesh, sharp teeth, claws, and rubbery hide. Peering, manic eyes open and close wildly all over its writhing surface like bubbles in a stew, always looking for its own next meal. The Nightmare Thing's pseudopods cover themselves in starving mouths when it rolls and surges over its meals, each of which merely adds to its eternally growing girth. Nothing controls the Nightmare Thing, not even the Darkness. It merely exists to devour fresh prey.

## **Gameplay**

The Nightmare Thing is truly a nightmare for heroes. This mass of amorphous appendages is able to mimic its enemies in order to defeat them. The Nightmare Thing has no combat stats of its own, instead it gets as many Attack and Defence dice as the best stats among the heroes. The stronger YOU get, the stronger IT gets!

**Lesser Roaming Monster**

* **Defense:** Attacking Heroes can't use their Shadow Mode Skills.
* **Melee Dice:** 3 Yellow
* **Defense Dice:** 2 Blue, 1 Green
* **Health:** 4 per Hero

**Greater Roaming Monster**

* **Defense:** Attacking Heroes can't use their Shadow Mode Skills.
* **Melee Dice:** 3 Yellow, 1 Red
* **Defense Dice:** 2 Blue, 2 Green
* **Health:** 6 per Hero
Berko

*"The hardest part was learning to speak with this face and mouth." - Berko the Cursed*

## **Background**

Berko's long life has little to do with the typical longevity associated with Druidic practices. Centuries ago, he was a chieftan of the Ice Bear clan in what is now Pact of Grond territory. By some transgression against an ancient guardian that he never speaks of, he was cursed to his beastly form, and banished from his wintery homeland. He now makes his home in the steamy jungles called the Living Hell. He's come forth to aid the Lightbringers against this Massive Darkness, worse than any he's seen.

* **Race:** Weretiger (Formerly Human)
* **Age:** 200+
* **Origin**: The Living Hell (None)
* **Class:** Druid
* **Occupation:** Spiritualist/Wanderer
* **Pronouns:** He/Him

## **Gameplay**

* **Special Skill: Transformation:** Increase any Animal Form by 2.
* **Shadow Mode Skill:** You may use the Transformation effect of any form.
* **Health:** 5
* **Mana:** 2

Being permanently on his weretiger form has it upsides and downsides, but Berko is extremely familiar with it and knows how to make the best of it. In battle, Berko’s half-form state allows him to more effortlessly shapeshift into the animal forms. When operating from the Shadows, Berko is able to empower his inner animal forms with ease.
Harpy

*"They are not better thieves than me! What do you mean 'Ask Feydra about the Harpies?!'" - Feydra*

Although known for their fearsome screech and cruel natures, Harpies generally keep to themselves. They can defend their territory fiercely, and can be as silent as owls when stalking their prey, usually those who intrude on their territory. Harpies attack swiftly, usually with a cacophonous distraction by a few while the rest dive from above to strike their enemies and steal vital equipment. A soldier without his sword is just a monkey in armor, after all, easily torn apart at their leisure.

## **Gameplay**

Swift as the wind and terrifyingly deadly, the Harpies wait in the dark before they launch precise, deadly strikes against their enemies, combining strength, speed, and sharp claws with head-splitting screeches that disarm and confuse the Lightbringers, who sometimes must choose between using their hands to cover their ears or holding on to their gear!

**Level 10**

* **Treasure:**
* **Health:** 9
* **Defense Dice:** 4 Blue, 2 Green
* **Attack (Claw):** After combat, if the defending Hero took at least 1 Wound, place their miniature on the Harpies' card. Heroes on this card must spend 1 action to be placed back in the Harpies' zone.
Fomorian

A Fomorian is the unfortunate result of when ogres introduce human, dwarf or even goblin blood into their family lines. Through a hideous and painful process that can barely be described as birth, a twisted and horrid creature bursts into the world. In mere weeks the knobby, muscled youth swells into a large, twisted mutant that feels no pain, hungers for fresh meat, and instinctively follows the orders of the Darkness' war leaders. Released into the wild to feast and fight, Fomorians learn by watching their ogre cousins to become more dangerous over time until they meet a blood end.

## **Gameplay**

The Fomorian is a cruel monster who relishes in inflicting pain on others. It wields its spiked club with insidious glee, always looking for the most effective way to break its enemies' body and spirit. Its powerful Melee attacks can generate even more Hits if they roll Bams or Diamonds.

**Lesser Roaming Monster**

* **Attack:** +1 per Hero in the same Zone.
* **Melee Dice:** 1 Yellow, 1 Red
* **Defense Dice:** 2 Blue, 1 Green
* **Health:** 5 per Hero

**Lesser Roaming Monster**

* **Attack:** +2 per Hero in the same Zone.
* **Melee Dice:** 1 Yellow, 2 Red
* **Defense Dice:** 2 Blue, 2 Green
* **Health:** 7 per Hero