recursal/Fanatic-Fandom huggingface dataset:
Wistfern

Wistfern is a male long eared owl, created by the user FaolaTheWolf

Wistfern as imagined by KnightOwlet

"Lola?! I-I thought you died! how did you live?"

**-** Wistfern to Lola after finding out she was alive

## **DESCRIPTION:**

After a battle with the high tyto he says he basically got torn in half, he lost a lot of blood but was lucky to live. He wears a bandana over were his eye would have been and has a artificial wing (made by his friend, Skylar) he is missing an ear tuff.

## **HISTORY:**

His father died a week before he hatched, leaving Sivenna to take care of the little owlet. He had became very close to the wolves and often visited them. one day when visiting a war started, Faolan, the chieftain, was killed in front of his eyes. He hurried home as fast as he could. He and his mother got into their safe place, a deep tunnel. His mother scolded him saying "you could have gotten killed, like your father....!" He asked what happened to him but she didn't reply, instead she broke into tears. A wolf heard them. He never saw his mother again. He was brought to a place with a bunch of other owlets, every day two owls were picked "the good news and the bad news" as Sneech, a worker there said. He met a spotted owl named Chella, one day they were both called "follow me." Sneech said, it was a surprise for them because she usually called out "good news" or "bad news". They were brought to the pure ones stronghold, after a few moments an barn owl came "ahh, so this is Wistfern." he said. He looked at Sneech, gave her a signal and drew out a sword, in a flash Chella was dead. Wistfern almost fainted. "now it's time to prove yourself, in battle!" the barn owl said, Wistfern soon found out that this owl was the high tyto. The battle was terrible, Wistfern didn't even do a thing to him. The high tyto left him, but the sooty owl Skylar did not. He helped young Wistfern and gave him a artificial wing "did you make that?" Wistfern asked "nope, I stole it" he replied. The two owls fled the second Wistfern learned how to fly with his new wing. The two owls met bash's daughter, Lola, and two barred owls, witch happened to be Sneech's children, Bianca and Flint. they finally met Bolt, a great horned owl and became a band.
Missions/Parum

A planet ruled by casts. Once a lush paradise, its ecology has been ravaged by 500 years of war. Only recently has begun to recover.

## Undersea Ruins

Defeat the Svaltia!

Play Time: ★
Type Pts.:★
Meseta: ★

## Sleeping Warriors

Defeat the Svaltus!

Play Time: ★★★
Type Pts.: ★
Meseta: ★★★

## Scarred Planet

Defeat the Grass Assassins!

Play Time: ★★★
Type Pts.: ★
Meseta: ★★

## Plains Overlord

Defeat the De Ragan!

Play Time: ★
Type Pts.: ★
Meseta: ★★

## The Dual Sentinel

Defeat the De Ragnus!

Play Time: ★★
Type Pts.: ★
Meseta: ★★★

## The Mad Beasts

Defeat the Gol Dolva!

Play Time: ★★
Type Pts.: ★
Meseta: ★★★

## Crimson Beast

Defeat the De Ragan!

Play Time: ★★
Type Pts.: ★★
Meseta: ★★

## Endrum Remnants

Defeat the Grinna Bete!

Play Time: ★★
Type Pts.: ★★
Meseta: ★★

## Multiped Threat

Defeat the Reol Badia!

★
Type Pts.:★
Meseta: ★★

## Lighting Beasts

Defeat the Gainozeros!

★★
Type Pts.:★★
Meseta: ★★

## Train Rescue

Defeat Dilla Griena!

Play Time: ★★
Type Pts.: ★★
Meseta: ★★★

## Duel in the Ruin

Defeat the De Ragnus

Play Time: ★★★
Type Pts.: ★★
Meseta: ★★★

## Twin Demons

Defeat the Faz'ntar seq'ntar!

Play Time: ★★★
Type Pts.: ★★
Meseta: ★★★
Tarn

Tarn is a male barn owl and older brother to Sherman.He was created by user Sorenrulescool5.

### Early life

He was born in Tyto when his Mum and Da had died in an ambush between the pure ones.He then swore to protect Sherman.Then when the Pure ones attacked his hollow,Cavin saved him and became is Stepfather.

### The adventure

When Sherman,Carlos and Cavin were on there mission,he worked as a pure one commander.When he saw Sherman,he and the Striga attacked him.Then he came to true him after Sherman convinced him who he was and to come home with him.

### Older life

He became a Guardian and a member of the search and rescue chaw. He once more became a traitor and was killed by Sherman.

###
Prospect Park

Prospect Park is a public park in Brooklyn that spans 585 acres. The park is known for Long Meadow (a 90 acre meadow), Litchfield Villa (the abandoned mansion that has fallen into disrepair in recent years), Prospect Park Zoo, and Prospect Lake (Brooklyn’s only lake, covering 60 acres).

The park is a popular haunt for those of the supernatural community who have an animal form, or bestial instincts. The forests within the park allow for one to “stretch their legs” so to speak. The occasional fledgling Red Court vampire found hunting there tends to disappear. As such, the Occult community has unofficially and quietly agreed that Prospect Park is Were territory, not to be tread upon disrespectfully.

However, the Second World War has brought with it a halt to the recreational use of the park. Currently, Prospect Park hosts a portion of New York City’s anti-aircraft defense. Three hundred soldier regularly man batteries and observation towers. There are even slit trenches and sandbagged gun emplacements throughout the park. Needless to say, all of this activity has also disrupted the supernatural community’s use of the park.

1/5
Glossary/Races

### Humans

The most populous race in the Gurhal system, humans are the progenitors of all the races.

Their strength, lifespan, and other characteristics are largely the same as that of humans on Earth, and their abilities are well-balanced.

### Casts

Casts were originally created to serve humans, but the emergence of self-aware casts with free will led to a long and heated struggle over human and cast rights. Years of strife led to the current system, in wich casts dominate the administration of human society on Parum.

The rational, logical approach favored by the casts is a large advantage in managing a planetary government, but they have a tendency to be relatively strict and inflexible.

Casts can summon and use SUV weapons.

### Newmans

A race resulting from human efforts to create a new, superior breed of human.

The genetic engineering that produced them was focused on the enhancement of mental abilities, and as a result the average newman has reaction speeds, intelligence, and memory that easily best a human's, but theyr physical abilities are significantly less developed.

Their greated mental abilities make newmans well-suited to the use of Technics, but the lack of physical prowess makes them vulnerable in melee combat.

### Beasts

A race genetically engineered to survive in the harsh climate and working conditions of the mines on Moatoob.

They are said to have strong senses of family and loyalty and can be destrustful of other races.

On average, their physical abilities are significantly greater than other races, and they are born with the ability to nanoblast, a technique by wich they transform into a larger, more physically powerful form.
First Law of Magic

## **The First Law**

### *Never Take a Life*

Whenever magic is used to kill, some of the positive force of life that mankind is able to bring into the universe is truly destroyed— removed from the universal equation. Kill with magic, and the darker things inside and outside of creation grow just a bit stronger. Whether you’re using magic directly to rip the life out of someone, summoning up force or flame to kill, or even murdering someone without magic and then using the energy created by the death to power a spell, you are breaking the First Law of Magic.

In First Law violations, even the grey areas are pretty bad. If you summon up a gust of wind to knock someone off a building, you definitely broke the First Law, even if it’s “just” the fall that killed him.

This is one of the easiest laws to break by accident, and that’s why the White Council is vigilant about keeping an eye out for any dangerous magical talents in the making. They may be an elitist, stodgy, Old World artifact of an organization, but in the end, it’s often the intervention of the White Council that prevents someone’s burgeoning pyrokinetic ability from burning down his house (and his family with it). Accidental or not, such an incident—if people die—might plant the seeds that could grow into another murder-warlock on the loose.

Luckily for the Wardens, it’s easy to root out the offenders of this Law. Bodies are hard to hide (especially to investigators gifted with the Sight), and when magic is involved, murder can be even messier than usual. If the mortal authorities don’t know what to make of a bizarrely mangled body, the Council *does*, and their ear is to the ground whenever an unusual case shows up at the morgue.

All the same, it’s important to realize here that fighting is not the same as killing. Magic can be used carefully, indirectly, or subtly to affect a fight. Accidental deaths can happen, and in those cases killing with magic still counts as killing when it comes to the Lawbreaker stunt. The grey area exists on the political, enforcement side: if you kill by accident, your soul is still stained, but you might keep your head— albeit under the Doom of Damocles.

It’s also important to remember the “with magic” part of the Law. This may seem like splitting hairs—and some people believe that it is— but the First Law doesn’t apply if you, say, pull out a gun and shoot someone in the back of the head. There’s a reason why the Wardens carry swords. Killing is part of their job description, but, as defenders of the Laws, the Wardens must never use magic as the means to that end.
Abilities

## **Abilites**

* **What's on Your Character Sheet**
* **How to Build a Character**
* **Templates**
* **Supernatural Powers**
	+ ​Creature Features
	+ Faerie Magic
	+ Items of Power
	+ Minor Abilities
	+ Psychic Abilities
	+ Shapeshifting
	+ Spellcraft
	+ Inhuman Abilites
	+ True Faith
	+ Vampirism
* **Mortal Stunts**
	+ List of Mortal Stunts
* **Skills**
	+ ​Alertness
	+ Athletics
	+ Burglary
	+ Contacts
	+ Conviction
	+ Craftsmanship
	+ Deceit
	+ Discipline
	+ Driving
	+ Empathy
	+ Endurance
	+ Fists
	+ Guns
	+ Intimidation
	+ Investigation
	+ Lore
	+ Might
	+ Performance
	+ Presence
	+ Rapport
	+ Resources
	+ Scholarship
	+ Stealth
	+ Survival
	+ Weapons

1/6**
Michael Murdock

Descriptions of Michael Murdock differ depending on who you talk to, and for good reason. Michael is New York City's Warden. Opinions Warden Murdock depends entirely on whether or not someone have done anything a Warden might consider dangerous; those who have had a visit from Warden Wurdock often descirbe him as cold and dangerous. He is a man whose very footsteps echo and reverberate throughout the room, and his pressence commands everyone's attention. His voice is quiet, harsh and his power is undeniable as the air fills with its energy. No one who has met Murdock in his grey cloak has any desire to meet him again in such a fashion, and most of those individuals tend to make themselves scarce whenever he is around.

On the otherhand, those who have met Michael in a less official (and threatening) capacity, describe him as cheerful and saracastic. He is quick to smile and often uses dry wit to address any and every situation.

Michael is the most powerful Wizard in Brooklyn, and the second most powerful Wziard in North-Eastern North America, second only to the Regional Commander of the Wardens. Michael has been known to use both Fire and Ice magics, but rumor has it he is particularly good with delicate Spirit magic as well. Those who claim to have seen Warden Murdock in action claim he is a sight to be feared and that he uses magic like he was born to it, though first-hand accounts of Michael in action are hard to track down.

Michael is 6'1", with brown/bronze hair, and blue eyes. Michael often forgoes shaving for weeks at a time and thus often sports heavy stubble or the beginnigns of a beard.
Yukina

**Yukina** (侑那, *Yukina*), a crew member of Koutetsujou, who transports items across Hinomoto.

On the second episode when Mumei was asking who could drive the Koutetsujou, Yukina comes forward stating that she is only a trainee.

Mumei asks "What's so hard about moving something along a rail?"

## Appearance

Yukina is a light skinned girl with a lithe, yet muscular, physique and strawberry red hair. Typically aloof and with a rather neutral expression, she is usually seen wearing her engineer uniform.

## Personality

Yukina is shown to be compassionate towards other's feeling. This is evident when she tried to hide the fact from a boy about his father's fate to protect him. At times of need she is stern and serious towards her job and uses her knowledge about koutetsujou to protect everyone.

## Plot

First seen in the Koutetsujou's cabin as an apprentice, she has so far been either assisting with the train's piloting or doing it personally. With minimal interaction with the remaining cast, she seems rather focused with her current duties and the train's repair work to fraternize with anyone, and only speaks to the remaining crew whenever necessary.

## Abilities

While stated to be merely an apprentice, she has shown herself to be competent enough to be the Koutetsujou's primary engineer once the evacuation begins. She also has a well defined set of muscles, and so one can safely assume she has a fair bit of physical strength to her.

## References

1. ↑ Book of Paintings, Haruhiko Mikimoto Artbook
Nolan Flynn

A part time bartender at A Good Knight's Rest, Nolan is a younger member of the Supernatural community (at only 20). He is a powerful Practioner (which he will tell anyone willing to listen) and while he appreciates his job at A Good Knight's Rest, he wants more out of life than merely tending bar and waiting tables. Nolan is a bit tightly wound (especially if he thinks he's being insulted), but knows how to relax and tell some of the most off-color jokes once he has a drink or two. Like most young men his age, Nolan's main problem is his lack of self control; everything he does, he does with all of his being. He holds nothing back, and can be a bit hot-headed at times.

Magically speaking, Nolan's talents are widely unknown by most. He has done the occassional magic trick to show off in the past, but after an incident where he broke more than 10 glasses with one spell, he's far more wary about showing off his magic. He claims that he is of Wizard level talent, and that he is primarily an Earth and Fire mage. However, no one has seen him work Wizard levels of magic in Brooklyn yet (or at least no one has vouched for his power level), so it may be possible that Nolan is exagerating his talents.

Nolan is 5'10, with dark hair and darker eyes. When he isn't brooding at the bar, he can be found drinking and playing  games with the others of the local magical community.
Missions/Clad 6

The sixth colony made by Skyclad. A resort facility featuring lavish hotels and a giant shopping mall. VR battle simulations are also available.

Play Time: ★★★
Type Pts.: ★
Meseta: ★★

## Electronic Brain

Defeat Mother Brain!

Play Time: ★★★
Type Pts.: ★
Meseta: ★★★

## Military Subway

Defeat the Seed Argine!

Play Time: ★★★★★
Type Pts.: ★★★
Meseta: ★★

## AMF HQ Recovery

Defeat the Seed Ardite!

Play Time: ★
Type Pts.: ★
Meseta: ★★

## Seed Express

Defeat Mother Brain!

Play Time: ★★★
Type Pts.: ★★
Meseta: ★★

## Fight for Food

Defeat the Seed Vance!

Play Time: ★
Type Pts.: ★★
Meseta: ★★

## Dark Satellite

Thefeat the Carriguine!

Play Time: ★
Type Pts.: ★★
Meseta: ★★

## The Black Nest

Defeat the Zasharogan!

Play Time: ★★
Type Pts.: ★★
Meseta: ★★

## The Dark God

Defeat Dark Falz!

Play Time: ★★★
Type Pts.: ★★
Meseta: ★★

## Forgotten Castle

Defeat the Sinow Beat!
Play Time: ★★★
Type Pts.: ★★
Meseta: ★★
Skills

If aspects define who a person **is,** skills define what he can do and how he defends himself. Some skills are straightforward, like Michael Carpenter’s conviction and his capability with a sword. Others are more open, like John Marcone’s ability to get what he needs through his resources and charisma. And Harry Dresden’s own inner strength and discipline are skills he uses to wield magic.

 Almost every time you need to do or react to something, you’ll be rolling one of your character’s skills and adding that skill’s rating, based on the ladder on page 16. Any skills your character doesn’t have listed default to Mediocre (+0). Each skill has a number of trappings, which are the rules for the skill in various circumstances. Each trapping has a name, so it’s easier to reference; whenever you encounter a trapping. Rules for  various skills and their trappings are covered on their own pages. Skills are enhanced—either through bonuses to rating or though additional trappings— by **mortal stunts** and**supernatural powers**, which are covered on their own page. Here is the list of skills, their trappings, and the page where you can find the rules for them.

**Skill                      Trappings**

* **Alertness**  - Avoiding Surprise, Combat Initiative, Passive Awareness
* **Athletics** - Climbing, Dodging, Falling, Jumping, Sprinting, Other Physical Actions
* **Burglary**  - Casing, Infiltration, Lockpicking
* **Contacts**  - Gathering Information, Getting the Tip-Off, Knowing People, Rumors
* **Conviction**  - Acts of Faith, Mental Fortitude
* **Craftsmanship** - Breaking, Building, Fixing
* **Deceit**  - Cat and Mouse, Disguise, Distraction and Misdirection, False Face Forward, Falsehood and Deception
* **Discipline**  - Concentration, Emotional Control, Mental Defense
* **Driving**  - Chases, One Hand on the Wheel, Other Vehicles, Street Knowledge and Navigation
* **Empathy** - Reading People, A Shoulder to Cry On, Social Defense, Social Initiative
* **Endurance**  - Long-Term Action, Physical Fortitude
* **Fists**  - Brawling, Close-Combat Defense
* **Guns** - Aiming, Gun Knowledge, Gunplay, Other Projectile Weapons
* **Intimidation**  - The Brush-Off, Interrogation, Provocation, Social Attacks, Threats
* **Investigation**  - Eavesdropping, Examination, Surveillance
* **Lore**  - Arcane Research, Common Ritual, Mystic Perception
* **Might**   - Breaking Things, Exerting Force, Lifting Things, Wrestling
* **Performance**  - Art Appreciation, Composition, Creative Communication, Playing to an Audience
* **Presence**  - Charisma, Command, Reputation, Social Fortitude
* **Rapport**   - Chit-Chat, Closing Down, First Impressions, Opening Up, Social Defense
* **Resources**  - Buying Things, Equipment, Lifestyle, Money Talks, Workspaces
* **Scholarship**  - Answers, Computer Use, Declaring Minor Details, Exposition and Knowledge Dumping, Languages, Medical Attention, Research and Lab Work
* **Stealth** - Ambush, Hiding, Shadowing, Skulking
* **Survival**  - Animal Handling, Camouflage, Riding, Scavenging, Tracking
* **Weapons**  - Distance Weaponry, Melee Combat, Melee Defense, Weapon Knowledge
Discipline

Discipline represents your ability to stay focused on your goals and actions despite distractions, as well as the ability to protect yourself from the psychological fallout of awful or scary events. It’s what makes you able to conquer fear, resist torture, and recite boring math equations with such dedication that a psychic demon can’t bore into your mind. Characters with strong Discipline rarely let fear get the best of them and can perform a wide variety of stressful tasks without breaking their concentration. They include chess grandmasters, air traffic control operators, and wizards.

Discipline is one of the three cornerstone skills for effective spellcasting, along with **Conviction**  and **Lore**.

See Feeding Dependency for how this skill affects a hunger stress track.

### ***Concentration***

*Many other skills may be used in circumstances where unusual concentration is necessary— such as using **Burglary** to pick a lock while you’re getting shot at. In such circumstances, the GM may ask that Discipline be used to restrict the skill being used, representing a small penalty if you are not skilled at keeping your focus. Other circumstances may arise where Discipline would be rolled to represent how well you remain focused on a particular task or idea.*

### ***Emotional Control***

*Whenever you are trying to master your own emotions, Discipline is the skill you’ll use to do it. This could be as simple as rolling Discipline as a defense against an Intimidation attack or keeping your terror in check in order to avoid feeding the fear-eating monster next door. Sometimes this trapping may be impaired by a particular aspect on a character—if you have the Prone to Violent Outbursts aspect, for example, and accept a compel on it, then there’s no need to roll Discipline to control the outburst; assume you already failed any such roll.*

### ***Mental Defense***

*Discipline is the default skill for defense whenever something tries to deal mental stress to you or tries to mentally or psychologically assault you. At minimum, roll Discipline as the defense against certain Intimidation attacks, as well as against invasive mind magic.*

*This means that Discipline and Conviction partner together to represent your overall “fortress of the mind.” With both rated highly, you are rarely affected by emotional and psychic attacks (thanks to strong defense rolls from Discipline) and, when affected, you can take more psychological distress before you start to break down (thanks to the extra mental stress boxes from Conviction). When your Discipline and Conviction skills are not in line with each another, you may be easily affected by distress but have the kind of faith and confidence necessary to persevere despite that (low Discipline, high Conviction), or you may be very good at “compartmentalizing” your response to things but actually pretty fragile inside (high Discipline, low Conviction).*
Driving

Driving is your ability to operate a car (and potentially other vehicles). Day to day, it’s pretty easy and shouldn’t be rolled unless circumstances call for it (such as driving fast through busy streets, or in the rainy dark without headlights). With a high skill, you can pull off stunts you usually only see in the movies. Stunt men, mafia chauffeurs, and cops have a high Driving skill.

### ***Chases***

*Driving inevitably leads to car chases—one of the major trappings of this skill. In a chase, your Driving skill is used to close the distance between you and the car you’re chasing (or increase the distance if you’re the one being chased). It’s also used to bring quick resolution to the issues brought up by terrain and other obstacles. Car chases are usually handled using one of the extended contest options.*

### ***One Hand on the Wheel***

*Trying to do something in a car? Roll Driving, simple as that. If you are trying to do something fancy, like driving and shooting at the same time, Driving will restrict the skill being used. Note that this trapping generally applies to physical acti'**ons that you can conceivably do while driving. Since Driving only restricts your other skill, there’s no way you could become better at doing something while you’re also driving a car—your aim won’t suddenly improve because you happen to be driving while you shoot at your target!***

### ***Other Vehicles***

*If your background reasonably suggests experience operating a vehicle other than a car, then Driving may be used to operate those vehicles as well, making this the skill for piloting boats, aircraft, and other motorized vehicles.*

### ***Street Knowledge and Navigation***

*The modern city can be a confusing maze of streets and alley-ways, and being adept at Driving means you know your way around cities you’re familiar with (both behind the wheel and on foot). Under pressure, Driving is the skill for getting from point A to point B as fast as or faster than you need and for figuring out the best course. If you’re not familiar with a place, Driving is treated as Mediocre for the purpose of navigation.*

#### ***These Boots Are Made For Walkin’***

*If your character doesn’t take the Driving skill for some reason, that doesn’t necessarily mean that he don’t know his way around the city—he might just have to get at the information some other way, by using **Contacts, Investigation**, or **Scholarship**. All we’re suggesting with the above is that if you drive around a city long enough, you get some knowledge of how to get around it by default, and that knowledge would also apply when you’re not in the car.*
A Good Knight's Rest

*A local pub run by a couple mortals (and, as rumor has it, a powerful magic user), that is Accorded Neutral Territory by the Unseelie Accords. Any member of the supernatural is welcome here, and all must observe the neutrality. If they don't, they'll have to deal with the mysterious third owner of the pub, as well as Mab herself...*
Actions

## **Taking Action**

*The characters in your games are going to do a lot. For most things they do, there’s no real need for rules. Characters can stand, walk, talk, and otherwise do normal things without needing to roll dice. They can even take actions that use their skills, like driving to work, without worrying about the dice. The dice only come out when there is an interesting challenge with meaningful consequences.*

There are several different kinds of actions in the game, but on a basic level, they all work pretty much the same way—when you roll the dice, if you match or exceed the **difficulty**, your character succeeds; if you don’t, your character fails. When the issue is simple, this may be all that’s necessary; but sometimes you also need to know how well a character did. Clearly, if a roll is three higher than the difficulty, that’s better than rolling only one higher.

The result of the roll is called the effort. Each point of effort over the difficulty is a shift. The number of shifts generated by a roll is referred to as the effect.

·         If the effort is below the target difficulty, it’s a failure and it generates no shifts. There are no “negative” shifts.

·         If the effort matches the target difficulty, it’s a success—but it generates no shifts.

·         If the effort beats the target difficulty by one, it generates one shift; if it beats it by two, it generates two shifts, and so on.

Actions that use dice in The Dresden Files RPG fall into two main categories: **non-conflict actions**and **conflict actions** . Use non-conflict actions when your character is involved in a situation that can easily be resolved or when the group doesn’t want to drag it out too far—the obstacles in your character’s way are not complex, there is little conflict of interest between characters, or there isn’t any real opposition for your character except for how well he performs the action. Use conflict actions when your character’s situation cannot easily be resolved or when the group wants to resolve a conflict in finer detail— usually when your character’s goals are diametrically opposed to the goals of another character.

Also see **Recovering From Conflict.**
Myrmidona

Myrmidona and Keely, as imagined by FaolaTheWolf.

Myrmidona was created for a drawing challenge between users FaolaTheWolf and KnightOwlet.

## Description

Myrmidona is a Spectacled Owl (Pulsatrix perspicillata) and was hatched in the lush forests of Silverveil. Twice as large and heavy as a Tawny Owl, she is a powerful flier, and despite never having flown with the Weather Chaw, can challenge the roughest gales with the best of them. Her black-and-cream plumage and dark amber eyes make her a conspicuous sight. She carries a thin ice dirk with a nonchalant swagger, more like a piece of jewelry than a weapon.

## Personality

She´s quick to churr and quick to take offense - and equally quick to forget and forgive. A sad song can move her to tears, rough weather makes her laugh, and she loves to swap stories and tall tales. Myrmidona lives for the moment. The future will take care of itself.

## History

Myrma (as she likes to be called) has an adventurous streak, and never really settled down anywhere. She´s been in every Kingdom from Kuneer to the Beyond, flown with the gadfeathers of the North and the Feral Owls of the desert; she´s been a hireclaw in the Barrens, a broody in Tyto, and for a while had her own grog tree. She´s dined sumptuously with lords and nearly starved in the Barrens. Her love conquests are numerous: she´s known to flivle outrageously with both sexes and any species of owl, and is reputed to have had a discreet affair with Madame Plonk, singer of the Great Tree.

Her capricious life has left her with many friends wherever she went (although she has always had some difficulties with the concept of other owls´ property). Her acquaintances include the self-styled kraal duchess Jarla, a prince-in-exile in Silverveil, an Ambalan seal-counterfeiter, a lost Eastern Rosella, and many other equally colourful characters. She´s on very good terms with Trader Mags, having accompanied her as "hired muscle" on some of her more dangerous treasure-hunts into the Others´ ruins. She still wears a brooch with an amber pendant tucked behind her left ear-slit that she got from Mags.

Currently, Myrmidona is mated to fellow adventurer Keely, an equally independent female Barn Owl and former kraal. The two are constantly quarreling and making up for it passionately the next night.
Might

Might is a measure of pure physical power, be it raw strength or simply the knowledge of how best to use the strength you have. Might is for lifting, moving, or breaking things. You can use the skill to add a measure of physical power to the efforts of another skill. Characters with a high Might are not supernaturally strong, but they can still bend, break, and lift things that are normally beyond the capabilities of everyday people. They include thugs, furniture movers, and wrestlers.

### ***Breaking Things***

*Might is the skill of choice for applying brute force to snap something into smaller pieces; it includes breaking boards, knocking down doors, and the like. Using Might, you can damage an item over time or break it with a single dramatic blow.*

### ***Exerting Force***

*You can use Might indirectly to modify, complement, or restrict some skill uses. This represents the secondary influence of physical strength on the primary use of another skill. For example, climbing while carrying someone on your back might restrict a normal **Athletics** roll, whereas getting into a shoving contest with someone might let you roll **Fists** modified by Might.*

*'*

### ***Lifting Things***

*Might controls how much you can lift, shift, or move. The weight of the thing you’re moving determines the difficulty for the roll, though this might be modified by things like leverage and other factors.*

### ***Wrestling***

*In**combat** , Might can help you with particular applications of Fists and **Weapons** : if physical force is a very significant element at play, Might will modify the primary skill. Furthermore, if you successfully engage an opponent in a one-on-one exchange, you can potentially switch from Fists to Might as the primary combat skill by executing a hold or other wrestling move where it’s less about hitting than about overwhelming with physical force.*
Levi

Macaulay (oldest daughter)

Blythe (younger sister)

Levi is a male Barn Owl (Tyto alba) and the main character of Travellers of Mac'Greer, a fanfiction loosely based on the Guardians of Ga'hoole series. He was created by user BrochJam.

## Description

Levi is a pale Barn Owl, with a white chest, beige back and wings, and expansive grey speckling. He has a pink beak and dark eyes, and is often seen wearing a necklace holding a shard of flint. In some drawings he's pictured with hazel eyes.

## Name

Levi was named after a former classmate in OdelayOwl's grade 6 class. The name has biblical origins, and means "joined in harmony".

## History

Levi was born in the village of Incture, Scotland, to his mother Semper and father Audax. He had a brother, Charlie, who hatched around the same time as him. Growing up, Levi loved hearing his father tell stories of faraway lands. Levi was a curious owlet, taking risks, while his brother was more introverted and less adventurous.

### To Venture

While out hunting with his brother near the family hollow, Levi comes across Goth, a young Northern Hawk Owl. Goth claims to be from a faraway land called Canada, which intrigues Levi.
Empathy

Empathy is the ability to understand and guess what other people are thinking and feeling. This can be handy if you are trying to spot a liar or you want to tell someone what that person wants to hear. It’s also useful for keeping up your guard during a social conflict. Characters adept at Empathy are very perceptive about people and their motives and often end up as quiet masters of a social scene. They can include reporters, gamblers, and psychologists.

### ***Reading People***

*You can use Empathy to figure out what makes another character tick. After at least ten minutes of intense, personal interaction, you may make an Empathy roll against the target’s Rapport roll (see Closing Down under **Rapport,** the target might also choose to defend with **Deceit**).*

*This is an assessment action and, as such, if you gain one or more shifts on your roll, you discover one of the target’s aspects that you weren’t already aware of. It may not reveal the name of the aspect in precise detail, but it should paint a good general picture. For instance, it might not give the name of someone’s brother, but it will reveal that he has a brother. You can repeat this process, taking longer each time, and ultimately reveal a number of aspects equal to your Empathy skill value (minimum of one)—so, a **Fair skill** (value 2) would allow you to reveal two aspects through at least two different rolls.*

### ***A Shoulder to Cry On***

*Characters with Empathy are familiar with the emotional responses of other people and are able to effectively provide comfort and reassurance to those who are emotionally wounded. With the Empathy skill, you can create an environment for another character to justify recovery from mild social or mental consequences. See **Recovering from Conflict** for a discussion about recovering from consequences. Stunts are required to bring this trapping to the level that professional therapists have.*

### ***Social Defense***

*Use Empathy as a defense in a social conflict (though it isn’t the only skill that can be used this way). In particular, you must use Empathy to defend against Deceit as you try to sort out truth from fiction in what you’re hearing.*

### ***Social Initiative***

*Use Empathy to determine initiative (order of action) in any social conflict. To minimize on die-rolling, Empathy is usually taken simply at its listed value and used to determine the order of actions you and other characters take.*
Miles

Miles as imagined by user KnightOwlet.

## Description

Miles is small for a Spectacled Owl, which is to say he is still the size of a large Barred Owl and nearly twice the weight. Underneath his feathers, his left leg is scarred and stiff from an encounter with a Snowy Owl kraal, causing him to walk with an almost comical lurch. He prefers short hops to walking.

## Personality

Taciturn and serious, Miles is difficult to befriend. If an owl can live with a wingman who hardly ever speaks and is averse to small talk, though, he is the best partner a Guardian can wish for. Calm, level-headed and utterly focussed when on the job, having Miles cover your back means your back is covered. Although he prefers non-violent solutions, Miles can be a vicious fighter in a pinch. He usually works in tandem with the old Eagle Owl Kayril, letting the larger owl mask threats in the open, while he, as the nimbler part, takes out targets in the foliage or underbrush.

## History

The fluffy plumage of a Spectacled Owl hides compact musculature, and Miles is no exception. Since he was such a strong owl, the rybs put him into combat training chaws with Snowies and Eagle Owls, all of whom were even stronger. He learned not to trust his strength and endurance against other owls, and developed a fighting style that avoided long and tiring exchanges, instead darting in and striking passing blows like a much smaller owl.

Miles´ history before coming to the Great Tree is somewhat obscure. It is known that he survived in the inhospitable Barrens for a time, having rejected his parents for reasons unknown. He was found half-starved by a pair of Guardians and brought to the Great Tree where he was nursed back to health. He applied himself wholeheartedly to Search-and-rescue, working hard but with a leaden non-enthusiasm, as if learning how to be a Guardian was his way of atoning for something. He left his former name Myrddin behind along with his former life and prefers to be called "Miles" - which was the first word that came to his mind when he was asked by Matron for his name after waking up.
Conviction

Conviction represents your strength of belief. This could represent your quiet confidence in yourself, your family, and your friends, or the certitude of your faith in a higher (or, for nasty sorts, infernal) power such as magic or God. No spellcaster ever gets much power without believing in his ability to do magic, and no holy man gives the forces of darkness much pause without Conviction. Characters with a high Conviction are powerful, grounded individuals, whose beliefs make them able to weather any storm. They include holy people, patriots, and wizards.

Conviction is one of the three cornerstone skills for effective spellcasting, along with **Discipline**  and **Lore**.

The Mental Fortitude trapping also adds to your mental stress track.

***Acts of Faith***

*Roll Conviction whenever you’re called upon to test the strength of your beliefs. When you are under a specific **mental** or **social** attack designed to undermine your faith (whether that’s in God, your magic, your friends, or whatever you might believe), you can use Conviction instead of Discipline to defend.*

### ***Mental Fortitude***

*Whether facing torture or confronting something scary, Conviction is how you draw your strength to survive fear and other psychological distress—combined with strong Discipline, your Conviction strengthens the walls of the fortress of your mind.*

*Used this way, Conviction is a passive ability, representing your mental “toughness” under such circumstances. As such, a higher-than-default rating in Conviction improves your ability to handle mental stress, giving you more than the default number of stress boxes (2) if you take this skill.*
Declarations

Declarations are a special kind of assessment. What sets a declaration apart from other assessments is that, while an assessment allows you to discover aspects on a target that are already there, declarations allow you to create new aspects that a target didn’t have before and then take advantage of them. Declarations allow players some serious narrative power, because you can effectively introduce new facts into play and then act on them, defining things about the setting and the characters that the GM didn’t already have planned out.

 At first blush, this may seem a bit strange; however, when making assessments, it’s pretty common for players to suggest something that the GM either didn’t plan for or doesn’t have detailed. If you’re casing someone’s house using Burglary, maybe she doesn’t have scene aspects for that house. So when you ask, “Hey, is there some kind of vent access to the outside I could easily pry open to help me get in undetected?” she might not have an immediate answer. Declarations are a way for the GM to have that answer, by having you come up with it.

 To make a declaration, state the aspect you wish to create or take advantage of. The GM assigns an appropriate **difficulty**, and you roll the appropriate skill. If you succeed, the fact is true and the aspect is immediately assigned to the target so that you can use it just as if you’d succeeded on an assessment roll. Like other assessments, an aspect created by a declaration can be **tagged**  in the same scene.

 If your roll fails, the fact is not true. This might mean the vent isn’t there, but it can also mean that your character is mistaken and believes the declaration to be true when it isn’t. It can be fun to play around with the results of failed declarations, especially when doing so will create a humorous or ironic situation. Maybe that thing that looks like a vent is actually the grille for a wall-mounted air conditioning unit… which noisily falls to the ground after you unscrew the wall mounting!

 Or imagine that you use Lore to declare that the magical cult your group is seeking assistance from appreciates direct displays of strength as part of their customs. You fail the declaration roll and then say, “Yeah, they seriously won’t respect us unless we walk up and punch the leader right in the face. Cults, man, you know how they are.” Of course, when your group encounters that coven later, that scene has the potential to be very entertaining, indeed.

 The GM has the final call on the effect of a failed declaration, but you’re encouraged to propose failures you think are interesting.
Weapons

Weapons is the skill of fighting with tools: swords, knives, axes, clubs, whips, etc. (except **guns**—that’s a whole section of its own). The exact weapon is more a choice of style than anything else, as this covers everything from fencing to a brawl using broken bottles and chair legs. Characters with a high Weapons skill are familiar with a variety of “old school” weapons and wield them with deadly accuracy. They include swordsmen, circus performers, and Special Forces soldiers.

### ***Distance Weaponry***

*The Weapons skill also covers the ability to use weapons with an unusually long reach (like a whip or long spear) to attack targets in adjacent zones or to throw small handheld weapons up to one zone away. Use this skill to be good at throwing knives as well as fighting with them. If you are Weapons-focused, you have a leg up on folks who fight with their **Fists**; on the other hand, a Weapons user needs to have a weapon in order to make use of the skill.*

### ***Melee Combat***

*Weapons is a combat skill that is used to make attacks and maneuvers that incorporate the use of a physical weapon—such as knives, swords, clubs, and so on—but not bare hands (which uses the Fists skill) and not guns (which uses the Guns skill). When used to attack, melee weapons always deal physical stress.*

*Weapons allow the character to maintain some reach and attack advantage over a barehanded opponent. On a successful attack, a handheld weapon often causes more physical stress than would a bare-fisted attack at the same level, making this a more wounding and lethal method of combat. The downside, of course, is that someone can take your weapon away from you, rendering this skill entirely unavailable.*

### ***Melee Defense***

*As a combat skill, Weapons inherently carries the ability to defend yourself in a fight against other Weapons and Fists attacks, so long as you have a weapon in hand. (You still need **Athletics** to make yourself a difficult target against ranged fire from Guns.)*

### ***Weapon Knowledge***

*You are well-versed in a variety of fighting styles and weapons and you may use this skill as a knowledge skill covering those areas, such as “This sword is from Solingen; I can tell from the hallmark.”*
Presence

Presence is a multi-faceted skill, representing attributes of leadership, reputation, and charisma. While **Conviction** represents your overall mental and psychological toughness, Presence is a measure of **social toughness** — whether or not you’ll flinch and lose face in front of others, and how your image stands up to scrutiny and/or attack. Characters with a high Presence carry themselves with a quiet confidence no matter the situation, and when they speak, others stop and listen. They include military officers, mob bosses, politicians, and lawyers.

The Social Fortitude trapping also adds to your social stress.

### ***Charisma***

*Presence is used passively whenever someone is trying to size you up socially. While the **Rapport**  skill also covers your ability to reach out to others and make an impression, it is a deliberate, active skill in comparison to Presence. Much like the split between **Investigation** and **Alertness**, Rapport and Presence represent the active and passive sides of making an impression, respectively. As a rule of thumb, the GM may ask you to roll Presence to gauge impressions when you are not actively focusing your efforts on making one. Further, when you use Rapport to make a deliberate impression, you can call in Presence to complement the skill.*

### ***Command***

*Use Presence to direct troops, workers, or any other group attempting a task. Any time you are in a position to give orders to a group of followers or functionaries, you may apply your Presence skill to help coordinate their efforts. This will allow you to make a Well-Coordinated or similar aspect available to whoever is rolling for the combined task, via a maneuver. You can also use the skill to get a largely undifferentiated mob of people to behave in a particular way, such as convincing a group of people to evacuate a building or to charge a line of police. If your action has a theatrical element to it, you can use Performance to modify the roll.*

### ***Reputation***

*Presence can represent the strength of your reputation, in that it insulates you from the social maneuvers and attacks of others. This is not the same as fame or notoriety; it’s more a measure of how well you’re able to use your reputation to help you achieve social goals. To this end, there may be reputation-specific circumstances where you will roll Presence to defend against social attacks and maneuvers.*

### ***Social Fortitude***

*When facing a direct attack like a smear campaign or simply the latest gossip on the streets, Presence is how well you comport yourself in an outward, social fashion. Combined with a strong showing in other social skills such as Rapport and **Deceit**, your Presence makes you particularly difficult to assail in a social scene. Used this way, Presence is a passive ability, representing your social “toughness” under such circumstances. A higher-than-default rating in Presence improves the ability to take social stress, giving you more than the default number of stress boxes (2) if you take this skill.*
Burglary

The ability to overcome security systems, from alarms to locks, falls under the auspices of Burglary. This also includes knowledge of those systems and the ability to assess them. Without a lucky break, a criminal with only **Stealth** and **Deceit** will find himself limited to small-time thievery, while one who adds Burglary to his repertoire will soon be pursuing bigger targets. Characters with a high Burglary skill include burglars, private eyes, and even some cops.

***Casing***

*You can use Burglary as a very specialized perception skill, specifically to assess the weaknesses and strengths of a potential target. Here, you try to determine the existence of unobvious or hidden aspects using assessment. Declaration may occur as well if you come up with an entertaining new aspect to place on the target of your future burglary (like Security Camera “Blind Zone”). Thus, either the GM can indicate you’ve discovered some flaw, or you can make a declaration about a flaw in the security that you intend to exploit or defeat. When you make a declaration, Casing follows the same guidelines as the Declaring Minor Details trapping for **Scholarship** but is limited to security facts (including potential escape routes).*

***Infiltration***

*Given an opportunity to case an intended target (above), you are much more prepared to infiltrate that location. You can invoke known aspects on the scene. In addition, you can use your Burglary skill to complement any skills you use on targets you’ve had a chance to study and prepare for. Thus, Burglary may complement your Stealth and even, in certain circumstances, your social skills such as **Contacts** or Deceit.*

***Lockpicking***

*You have a talent for defeating security systems, from simple locks to complex electronics. Naturally, these offer a sliding scale of difficulty, and the tougher targets are often the focus of the aspects you choose to reveal or declare when you case the place. Further, your **Craftsmanship** or Scholarship skills might **modify** Burglary when dealing with particularly intricate mechanical or computerized security targets.*