recursal/Fanatic-Fandom huggingface dataset:
Wren

Power is illusion. Father might have died and mother died in the war. I don't think she did die in the war though, and I'm 323,432,135,875,123,875,13,896,540 generations old, And my Weapon is a fire whip that used to be Flames old weapon, and I'm a magma person. And a forbidden I used to smuggle weapons and gold and one day I got found out by a kingdom  and then I became a kingdom and I was 1M years old A Lot of responsibility to hold at my age and my  friends Era 19 so he says (Age is a mystery), and Roxin’s age is \*unknown\* I know I'm a lot older and all (Or so I believe with Era) but still they are the best friends ever and I have fought in many many battles, one of them fighting Emperor Shawn Chi. He was kinda hard and all I made it through. It all but I always wonder who my father and mother were. Probably dead tho so I just don't know but I've been trying to find them if they are alive. I have a feeling that my dad is close when we used to do the kingdom meetings. I wish we still did them but after the big attack we don't i dont know why we dont but we just don't do it but when I use to smuggle I found this orb of war I keep it safe no one knows about it sec for me and my friends one time someone tried to steal it but he didn't get away with it I don't know how he knew about it but he did so i inspected my Knights and yes one of them were a spy so i had to find a new hiding place for the orb of war my last hiding place was really good this time i don't think i can tell anyone not even my friends but if they find out i didn't tell them they might get mad but i don't think so anyway I think that's it for my side of the story
Melanie Tinker

**Melanie Tinker** was a HouseGuest on *Big Brother 8 (US)*.

Melanie started off her journey by closely aligning with Josephine Liu, as they were both motherly figures in the game and cooked for the other houseguests a lot. Josephine and Melanie dominated the social aspect of the game, but their success was short-lived, as it was exposed during the Split House double when Josephine used the POV to save Melanie. After that, they were put on the block together during week five. For being perceived as a more social threat, Melanie was the one sent packing in a close vote.
Knights Of The Crescent Moon

Emblem

The Knights Of The Crescent Moon is an organization with the soul purpose to destroy the Kingdoms. Every member is sworn to secrecy and cannot share any of their secrets without instantly dying, immortal or mortal. Many believe they are based in the moon itself. They are a group of elite assassins who are programmed to destroy. Any target selected will die, with exceptions of the Kingdoms, as they are too powerful. The Baron is know to have some relation with the Knights Of The Crescent Moon. Some think he is their leader, but this is very doubtful.
Hypothermia

## Summary

Hypothermia is Creo's 5th song ever released and the 6th track in the Adrenaline Demo. It is a medium paced synthrock song with a long fade-in and some moments of musical solitude. This song is played at 120 BPM to the quarter note in 4/4 time in the key of E Minor.

## Listen

Youtube
Souncloud

## Notes

* This is one of Creo's eight songs to not be on Newgrounds, the others being Adrenaline, Cynic, Flux, Heartbeat, Live, Pheromone, and Sundown.
Zenith

A mercenary, a hired guard, Zenith has taken on many different jobs, but at heart, he is a defender. He protects people who pay him to, and makes sure that they ALWAYS get to their destination. He carries the sword Infictoros, the only blade possible of stopping Tempest. He usually takes the job of bounty hunter or mercenary, but never says no to a simple guard duty, and is extremely skilled in Tan Kai, Void, Sor Cun, and sword fighting. He lives in the Magma dunes under Mount Erratic, and is very cold and heat resistant. He uses an assortment of potions he buys from an unknown source, and has solved many problems in nearby villages. He is six feet seven in height, and always wears a mask or face covering. He has orange-brown hair, and deep-sea blue eyes. He usually is seen wandering the grounds around his house. His favorite drink is herbal tea. He is very skilled in the study of herbs, which is how he makes his tea.
Alex

Alexes race’s name is unknown to mortals and immortals. Their species are known to be evil and dark wizards. They usually make black smoke before entering a room for concealment and will attack their prey when they least expect. he is very sly and likes to hide information from others. He has a strange history with Flame and Wren.
Items

### Effects

If stabbed by this weapon your wound will never heal, unless you are immortal then it will ignore your immortality.

## Headhunter's Staff

### Effects

Headhunter’s Staff is fabled to be able to create Soulfire, and command the dead. It was forged in Mount Erratic while it was erupting.

## Eternal Flame

### Effects

Eternal Flame is one of the top 10 most powerful artifacts. Its flame will never die and is thought to be sentient.

## The Flamestone

### Effects

The Flamestone is the most powerful artifact in history, it appeared in the Fire Saga (The Mythical Prison) When combined with the Eternal Gold Staff its user becomes indestructible.

## Steel Sword

### Effects

Inflicts wounds on mortals, has no effect on immortals.
Teef spirit

Teef sprit: 750-1350 ILB's

The Teef spirits are the stuff of nightmares. They have long lanky bodies but that’s not their most eerie part, their most eerie part is their mouth. Their mouth is the size of their body and their teeth even bigger. Their most renowned feat is the War of a Thousand Screams.
Character Creation (RoR-Fresh Awakening)

## Overview

The following guide explains how to create a character in *Realms of Rebirth: Fresh Awakening*, a simplified version of the base rules.

## Base Stats

### Attributes

You may distribute 15 points across your Attributes. Note that none may be increased above 5.

Your characters **Toughness** equals Strength + 2, and their Initiative equals their Dexterity + Composure + Perception, but is atleast 5.

### Talents

You may distribute 20 points across your Talents. Note that none may be increased above 5.

### Knowledges

You may choose any number of Knowledges and distribute 5 points across them. Knowledges can be freely chosen and created, for references consult this article.

## Necromancy

You may choose a total of 3 powers from any amount of Necromantic Lores. It is recommended to only choose one Special Lore, that is preferred by your Affliction.

## Backgrounds

You may distribute a total of 5 points across the following categories:

* **Income:** Each point of Income produces a point of Resources per week. It should be specified from what job or source this money comes from.
* **Contacts:** An informant, a dealer, a smuggler, a necromantic mentor, a bouncer for hire or any other character that can exchange information, goods or services for favours or money.
* **Status**: Fame, imfamy, a certain reputation, a prestigious profession, membership of a higher class or anything else that will give the character favourable relations with a certain group of mortals/undead.
* **Assets**: Apartments, plots of land, cars, nightclubs, armories or any other location or material good the character owns.

Backgrounds can be highly customised and the Storyteller must decide how many points a players idea should cost.

## Experience

The Storyteller may choose to have you start with any amount of Experience Points, of which you will gain more as you play.

Experience can be spend as follows:

* Increasing an **Attribute** costs its desired level x 2 in XP
* Increasing a **Talent/Knowledge** costs its desired level in XP
* Learning a new **Necromantic Power** costs 7 XP
* Gaining or increasing a Background costs 2 XP.
Knowledges (Witchcraft)

## List of Knowledges

Knowledges represent how much a character knows about a generic category; each encompasssing a wide range of fields. A character may choose among these subfields when adding a Specialisation.

* **Academic-** Which includes:
	+ History
	+ Anthropology
	+ Linguistics
	+ Literature
	+ Philosophy
	+ Arts and Music
	+ Sociology
	+ Psychology
	+ Law
* **Scientific-** Which includes:
	+ Mathematics
	+ Physics
	+ Chemistry
	+ Biology
* **Technology-** Which includes:
	+ Coding/Programming
	+ Engineering
	+ Masonry
* **Medicine-** Which includes:
	+ Anatomy
	+ Neurology
	+ Immonology
	+ Surgery
	+ Anesthesiology
	+ Emergency Medicine
* **Occult-** Which includes:
	+ Umbral
	+ Cosmology
	+ Demonology
	+ Occult History
	+ Cults
	+ Secret Soceities
	+ Arcane
* **Folklore-** Which includes:
	+ Myths
	+ Local Stories
	+ Supernatural Influences
	+ Folkmagic
	+ Brewery
	+ Potent Plantlife
Specs (Hellfire)

## Overview

The Following List contains standart Specs for Talents, which are most commonly used. The Player is free to come up with their own.

## Host

* **Strength**: Brawl, Blunt Weapons, Throwing Weapons, Lifting, Climbing, Swimming, Intimidation, Sprinting
* **Agility**: Blades, Dodging, Contortion, Lockpicking, Pickpocketing, Sneaking, Reflexes
* **Firearms**: Weapontype (of choice), Quickdraw, Long Aim, Trick Shots
* **Appereance [Free Spec]:** Subculture (of choice), Androgynous, Masculine, Feminine, Disguise
* **Confidence:** Composure, Courage, Leadership, Seduction, First Impressions, Calming Others, Animal Pacification, Social Endurance
* **Oratory:** Etiquette (of Subculture of choice), Speeches, Eloquence, Fast Talk, Rhetoric, Melodic Voice, Soothing
* **Passion:** Empathy, Inspiration, Speeches, Romance, Dancing, Music, Art
* **Endurance:** Mental, Physical, Pain Resistence
* **Perception:** Sense (of choice), Investigation, Far sight, Close Observation

## Spirit

* **Focus:** Body Controll, Quick Movements, Driving, Complex Actions
* **Cognition:** Memorising, Complex Tasks, Research, Deduction
* **Willpower:** Physical Resilience, Mental Resilience, Overcoming Limits
* **Charisma:** Animals, Intimidation, Leadership, Humor, Seduction, Casting
* **Trickery:** White Lies, Bluffs, Long Cons, Gasligthing, Innocence, Acting, Disguise
* **Persuasion:** Cold Logic, Negotiation, Coercion, Bribery, Debates
* **Insight:** Emotions, Motives, Lies, Believes, Interrogation, Detecting Supernatuals,
* **Examination:** Investigation, Deduction, Forensics, Arcane Analysis
* **Precaution:** Ambushes, Hidden Attacks, Concelead Objects, Disguises, Shooting, Dodge

## Knowledges

* **Academic [Free Spec]:** History, Psychology, Medicine, Biology, Chemistry, Physics, Math, Finance, Research
* **Modern:** City (of choice), Politics (country/faction/city of choice), Criminal Underworld, Mannerisms, Survival, Trends, Gen Beta Humor
* **Technology:** Crafting, Hacking, Coding, Engineering, Surveillance Systems
* **Occult:** Secret Soceities, Cosmology, Infernal, Divine, Autarkis, Fae, Spellcraft
* **Linguistics:** Language (of choice), Sign Language, Improvised Communication, History of Literature
The Iovia

## Overview

The Iovia are an american Bloodline that is active in the american east coast. As Strigoi they have expanded their controll over the human mind onto Spirits, making them skilled Distortionists and Umbral Architects. The family has a partriachical hierachy centered around its founder- Constantin Iovia.

## History

### The Life of Constantin Iovia

The history of the family began with the son of genoese architect named Guiseppe Alessi, during the golden days of the Republic of Genoa. His father was a famous architect but Guiseppe had little interest in his fathers craft. Rather it was the contacts he could make at the courts and mansions of his fathers employees that excited the young man.

There, in the genoese high soceity, Guiseppe made his first contact with the Invisible World as he witnessed a group of Custodes feast on an assassin that wished to take a nobles life. This peaked the interest of young Guiseppe and soon he found himself persuing occult research and dabbling in necromancy.

He was 16 when he decided to split away from his father and married the daughter of a family of bankers known as Gianbattista. He got invested in their profession and after only 3 years he was wealthy to fund a voyage across the mediterranian. He visted the city of rome, the etruscan ruins, palermo and at last constantinopel. There he found many ancient secrets and a set of text that would lay the foundation of his Turning.

He had aleady sired 4 sons when he believed himself ready to transition into undeath. Originally he aimed to become a Strigoi and utilise their power and lore over the human mind, so he combined Custodes and Cousombre texts to emerge as a new type of Strigoi.
Character Creation (Witchcraft)

## Stats

### Specialitiess and Weaknessess

A characters Speciality is the basis of their character, the very thing they are build fore and excell at. Cards played on actions involving the characters Speciality are automatically upgraded. Every character starts with a single one they may freely choose; for reference consult the examples below:

* **Scholar-** The character is remarkably well read and intelligent; looking to apply and ever expand their vast knowledge
* **Medium**- The character is deeply in touch with the supernatural, making them a vessel for visions and inhuman insights
* **Sorcerer-** The character is obssessed with improving their supernatural abilities and make others experience their terrible power
* **Investigator-** The character is a skilled detective and expert when it comes to tracing anothers actings and unveiling supernatural acitivitess
* **Manipulator-** The character is a treacherous and manipulative person that knows a persons weaknesses and exploits them undetected
* **Extrovert-**
* **Infiltraitor-** The character is a well trained master of stealth and infiltration, excelling at entering buildings, systems or organisations unseen
* **Assassin-** The character is trained to move and fight unseen, taking out their targets silently and efficiently
* **Marksman-**

A characters Weakness is the exact oppossite; it is the greatest gap in their abilities and their central pitfall. Cards played on actions involving the characters Speciality are automatically downgraded. Make sure a characters weakness is central to their character rather than just an area the have not invested skills into.

### Skills

A characters Skills represent their pracitical abilities and are central to their design, allowing them to unlock and perform specific actions they would normally either be unable to; or have significant difficulty with. For references consult this article. Skills are divided into 7 categories: *Combat, Stealth, Social, Analysis, Perception, Divination and Miscellanious.*

A character starts with **5 Skills,** which they may spread across the 7 categories*.*

### Knowledges

A characters Knowledges represent their expertise in a specific field of studies. There exist five broad fields: *Academic, Scientic, Technological, Medical, Occult.* These each encompass a wide range of disciplines and subjects. There exist five ranks representing a scholarly rank: *Novice, Adept, Scholar, Expert.* In addition to these a character may have a Specialisation in a given subfield, increasing their expertise.

A character starts with:

* **1 Adept** Knowledge
* **2 Novice** Knowledges
* **2** **Specialisations** on chosen Knowledges

## Improvements

After covering the basics of their character, they should further flesh them out.

They may choose one of the following Improvements:

* ***Balanced Focus:***
	+ **+1 Scholar** Knowledge
	+ **+1 Specialisation**
	+ **+3 Skills**

* ***Knowledge Focus:***
	+ **+1 Expert** Knowledge
	+ **+1 Scholar** Knowledge
	+ **+1 Adept** Knowledge
	+ **+ 2 Specialisations**
* ***Skill Focus:***
	+ **+5 Skills**
* ***Casting Focus:***
	+ **+ 1 Cantrip**
Weapons (ANB)

### Blunt Weapons

If the contested is won, an attack with a Blunt Weapon will cause Weapon Damage + Margin Succcesses against a Dodge action, and Weapon Damage + Total Successes against a Parry action.

### Whips

These Weapons can be used normally without the *Whips* Skill, but require it to make use of their Special Effects.

## Ranged Weapons

### Throwing Weapons

The Weapons below can be thrown while moving

### Bows

The Weapons below can not be used before or after moving in this round, and make hitrolls with *Perception.* Weapon range consists of two values- the first is the effective range, the second is the maximum range at which shots are made with Disadvantage.

### Slings

The Weapons below can make hitrolls with *Agility* or *Perception*.

## Shields

Shields provides characters with an alternative Roll to Parry

 Gladiator Shield
 Round Shield
 Long Shield
 Pavise Shield

## Forsaken Weapons

Firearms
 Blackpowder Carbine

## Precursor Weapons

All Weapons below are indestructable and require no maintainace. All of them have the *Armor Sundering* Special Rule and ignore *Impenetrable* and *Missile Parry*. They can not be dodged without cover. Hitrolls for these weapons are made with *Perception*.

## Special Rules

* **Armor Sundering-** Attacks made with this special rule bypass Armor
* **Counterstrike**- This Weapon provides Advantage when attacking directly after a successful Parry
* **Disarm Target-** For 5 Initiative the attacker can make a contested Strength Roll to disarm their target.
* **Easy to Use**- This Weapon can be used without Disadvantage should the character lack the required weapon skill
* **Heavy-** Attacks made with this weapon cost 7 instead of 5 Initiative
* **Hold Target-** When hitting a target they must make a contested Strength Roll. Should the target fail the weapon will immobilise them
* **Parry-** This Weapon can be used for Parry Actions in Melee
* **Precise-** Called Shots made with this special rule have the Armor Sundering Special Rule
* **Offensive**- This Weapon does not benefit from its Range when macking defensive actions.
* **Reload-** This weapon must be reloaded after every shot, which requires 3 Initative
* **Long Reload-** This weapon must be reloaded after every shot, which requires 5 Initative

## Melee Weapon Ranges

Every Melee Weapon has one of three ranges:

* **Short Range:** These weapons are quick and easy to hide. They can be used in tight spaces and during gapples.
* **Medium Range:** A regular weapon up to an arms length
* **Long Range:** These Weapons have great defensive utility. They can hit targets that are up to 3 meters away from the attacker.

A longer weapon provides unique advantages when fighting against a shorter one. When attacking a target with a longer weapon directly, the attacker will gain disadvantage equal to the difference in range *(e.g. A knife attacking a spear would make a hitroll with a Disadvantage of 2, but only a disadvantage of 1 against a sword)*.
Egyptian Tradition

## Casting

### Casting Methods

The Egyptian Tradition focusses on a Warlocks voice as a source of power, often reading out loud and elaborate incantations. The extension of which are hieroglyphs, magical signs that capture a Warlocks powers. The majority of Warlocks following the egyptian tradition use them to cast their abilities.

* **Casting Method:** Runes/Incantations
* **Bound to:** Sun, Flow of the Nile

### Bright Magic

* **Light** (Sun/Lightsources)
* **Death**
* **Umbral**
* **Weathe**r (Rain)
* **Beasts**

### Dark Magic

* **Light** (Shadows)
* **Beasts** (Serpents)
* **Summoning**
* **Weather** (Sandstorm)
* **Earth**
Religion (ANB)

## Overview

[...] is the dominant Religion of the Riverlands. It is a polytheistic dualistic religion centered around the Vvret, the central river. It occupies a priviledged role in the religion as a primordial giver of life, while the many gods worshipped in different denominations and traditions take on the role of agents. (river = prime creator or emergent from prime creator?)

Primordial Antagonist: the void/shadow. destructive force that spreads and corrupts agents in its domains.

Gods as Natural Incarnations - often tied to environments (desert, steppe, etc.) and specific locations (certain hosues, temples etc.). cosmic hierarchy (and procreative lineage?) (heat <- desert <- location in desert / heat -> desert -> location in desert ) (Gott der schmetterlinge + gott der sonne + gott des mondes = gott der farben)
Knowledges (RoR)

## Overview

Knowledges are used to substitute specific Rolls with additional dice. For instance a Politics Knowledge can be applied as additional dice when making a Roll to investigate a politicians dirty secrets.

Players are free to come up with their own knowledges, the list below only provides the most common/ecompassing examples.

## Academic

* **Medicine**
* **Biology**
* **Chemistry**
* **Mathematics**
* **Architecture**
* **Finance**
* **Psychology**
* **History**
* **Technology**
* **Philosophy/Theology**

* **Linguistics-** For every point spend in your character will be fluent in an additional language.

## Political

* **Mortal politics**
* **Undead politics**
* **Criminal**
* **Streetwise-** Encompasses knowledge about the chronicles city; including escape routes, hiding spots and old tunnels etc.

## Supernatural

* **Folklore-** Ancient myths, Afflicted stories and cultures and their supernatural truth
* **Umbral-** Encompasses knowledge about the spirits and the Umbra
* **Underworld-** Emcompasses knowledge about the underworld, liches and wraiths
* **Occult**- Everything about Invisible World and its worshippers
* **Witchhunting-** How to effectivly harm and kill the Undead

## Weapons

* **Ranged Weapontype** (eg. Pistols, Rifles, Shotguns)
* **Melee Weapontype** (eg. Knifes, Blades, Bats)
* **Brawl**
* **Martial Art** (of choice)

## Social

* **Etiquette**- Knowledge about the ettiquette of a faction, class or specific culture (*Proletariat, Bourgeoisie, Academic, Strigoi, Goth, Country of choice*)

* **Seduction**
* **Rethorics**
* **Speeches**
* **Body Language**
* **Gaslighting**

## Crafts

* **Smithing**
* **Masonry**
* **Carpentry**
* **Fabric Work**
* **Engineering**

## Misc

* **Animal Handing**
* **Lockpicking**
* **Forensics**
* **Military Strategy**
* **Bodycontroll**
Weapons (Daze)

## Firearms

Pistols
 Pistol
 Heavy Pistol

Rifles
 Semi-automatic Rifle
 Sniper Rilfe

Shotguns
 Pumpgun
 Semi-automatic Shotgun

Semi- / Automatic Firearms
 SMG
 Assault Rifle

(\*) Weapons with this symbol have their magazine size counted in bursts; each containing several bullets.

## Explosives

Grenades
 Smoke Grenade
 Chemical Grenade
 Offensive Grenade
 Frag Grenade

When throwing a grenade its range equals three times the attack rolls result. When successfully hitting a target it will recieve the margin against the Difficulty to hit as additional damage. Otherwise anyone within the impact zone will suffer the grenades damage and effects.

## Melee Weapons

Melee Weapons
 Knife
 Bat
 Axe
 Sword

## Armor

Armor
 Kevlar Vest
 Ceramic Vest
 Steel Plates

## Modifications

* **Silencer:** Silences the shots of a Pistol or Rifle
* **Sights:** Increases the Range of a Pistol to Long and the Range of a Rifle to Very Long
* **Wide Cylinder:** Allows a revolver to be loaded with shotgun shells, which have Short Range and +2 damage and the *Weak against Armor* special rule
* **Stabiliser:** Allows a Pistol or Rifle to fire in Bursts at Medium Range

* **Sawed Off Tip:** Decreases a Shotguns range to Very Short and grants it the *Fire in Melee* special rule
* **Muzzle:** Increases the range of a Shotgun to Medium

## Special Rules

* **Long Reload:** This weapon requires two rounds to reload
* **Armor Piercing:** This weapon ignores Light and Medium Armor
* **Precise:** When achieving a margin that is atleast twice the difficutly, this weapon will automatically causes a wound and ignores the effects of armor
* **Low Penetration:** This weapon halves its damage against Medium and Heavy Armor
* **Automatic:** Invididual shots fired with this weapon do not reduce the current Ammunition
* **Supressive Fire:** This weapon can fire a Supressive Burst instead of a regular shot; reducing the characterss Ammunition and the Initiative by 5. Any enemy suffers from *Supression*.
* **Supression:** Anyone in range of supression halves their Initiative by 3 and can not use their free movement. This effect lasts a full round.
* **Heavy Supression:** Anyone in range of heavy supression reduces their Initiative by 5 and can not make any movement action. This effect lasts a full round.
Character Creation (Hellfire)

## Talents

The player may spread the following points across the **Talents** for their Host.

* 1 Talent on 4
* 2 Talents on 3
* 2 Talents on 2
* 3 Talents on 1

Afterwards the player may choose two Specs to place on their Hosts Talents.

The player may spread the following points across the **Talents** for Spirit and Knowledges:

* 1 Talent on 5
* 1 Talent on 4
* 2 Talents on 3
* 3 Talents on 2
* 4 Talents on 1

Afterwards the player may choose two Specs to place on Spirit/Knowledge Talents.

### Physique

The players starting Health and Essence equal 3. They may spend 8 points in total to increase them.

Their **Initiative** equals their Agility + Congition + 5. Their **Impression** equals their Appearance + Charisma + Confidence. Their **Speed** equals Strength + Agility + 5.

## Supernatural

### Celestial Gift

The Player gains a single Celestial Gift.

### Roads

The Player may only gain learn a total of three Roads. They may choose from the three common Roads and atleast one Road unique to their Realm. They may spend a total of **4 points** on their Roads, although none may be increased above 3.

On every level of their Road they are allowed to pick one of the Evocations, note that Upgrades also count as a full option. When increasing their level they may also choose an Evocation or Upgrade from a lower level.

### Arch-Form

In the characters Arch-Form they unleash their celestial self, which comes with increased powers. They may choose an additional Celestial Gift they only have access to in this Form aswell as a cosmetic description.

## Backstory

The Backstory of most Neverborn deals with the times they where summoned and the experiences they made on earth; but more advanced players may also add events in the Outer Realms.

### Host Desire

The player must choose a **Desire** for their Host. Even though they might have lost all their hosts memories they are still able to feel the greatest thing thier Host strived for and are driven by it to an extend; especially since fufilling it is quite rewarding to the Host.

### Titles and Achievements

Every Neverborn will have amassed a set of titles and achievements across the eons they where summoned it; adding these can greatly help flash out the character.

### Beliefs

Altough a targets beliefs hold no metaphysical effect, they are most useful to understanding them through a list of tenets or a moral code they adhear to. These may be freely chosen and it is recommended to take between 2 and 5.

## Experience

Every character gains a certain amount of additional XP to fully flesh out their characters.

* Increasing a Talent requires its level in XP
* Gaining a Talent at level 1 requires 3 XP.
* Gaining a Spec requires 2 XP.
* Increasing a Physique requires half its level in XP.
* Increasing a Road requires 3 x level in XP.
Camp Builder

## Overview

Characters can set up camp at any location, allowing them to build a safe place to sleep, forage and learn. This can be handled through a simple or advanced encampment system, depending on what the Storyteller prefers.

## Simple System

In the simple system the only thing relevant to the camp is its location. Depending on that it can make the camp more or less resistant against weather, easier/harder to defend and spot.
Metamorphosis (RoR)

## Powers

* **Mastery of Flesh [5 Points]**
	+ Type: Enhancement
	+ Description: *Allows the Aspirant to project their will upon a weakened of trapped spirit, possessing and puppeteering them as they please. This can be a Spirit caught in a trap or object of their creation, one bound to their body or even a soul they have just consumed.*
	+ Active: The Aspirant may choose a weakened Spirit they have direct contact and make an Evocation Roll. Should it be successful they must make a contested Composure + Willpower Roll against their target. Should it be successful they may take controll over the spirit as long as they invest Absolute Focus.
* **Feral Patronage [5 Points]**
	+ Type: Target Effect (Flesh, Active)
	+ Description: *Allows the Aspirant to take controll over a creature that has consumed their flesh, allowing them to possess their body through their mind.*
	+ Active: Allows the Aspirant to take controll over a single animal or a swarm of smaller animals that have feasted on their flesh within the last day. Doing so requires an Evocation Roll and Absolute Focus as long as they remain in controll over the animal.
* **Charnel Locus [5 Points]**
	+ Type: Upgrade (Danse Macabre)
	+ Description: *Strengthens the Aspirants bond to their Gravespawn, allowing them to send their undying power across the fickle bond that connects them.*
	+ Passive: Allows the Aspirant to cast their powers through a Gravespawn they possess through **Danse Macabre**.

## Rituals

* **Crimson Contract [5 points]**
	+ Casting Time: 5 AP / 1 day
	+ Requirement: Blood Signiatures
	+ Description: *The Aspirant must prepare a contract written in blood on a peice of parchments; detailing the conditions of the crimson contract. During the ritual all parties must sign in blood before the Aspirant can complete it. After its completion all contractors are bound to the contract and its clauses so long as the parchment remains intact.*
	+ Effect: Create a supernatural contract between any number of parties. Anyone that signed is incapable of willingly violating its conditions as long as the written contract remains unharmed.
Dushku Fahy

Dushku Fahy is a former member of the Q continuum and a Engineering officer on the Odysseus.

## Appearance

Dushku Fahy wears an undisciplined uniform, it’s not particularly smart on them nor does it fit them. Their sleeves roll up and it’s rather untidy. Their hair, typically Romulan black, sits like it normally would on a Romulan. Their face is typically Romulan. This body was created by the Q. It’s meant to be generic. At 6ft8 they stand out in a crowd to suit the big ego Dushku has. This is the only interesting feature they have.

## Personality

They’re a frustrated asshole. They once held the power of a god. Now they age and wither. Stuck in one linear timeline, needing to sleep and… eat. They joined Starfleet because what else are they going to do? They’re grumpy, unapologetic and selfish. If they can’t do something, they won't. Or they’ll only do it if the task suits them. Good Luck trying to make friends. They really like pizza. If pizza was a personality, then go for it.

## Trivia

* They’re a Romulan because they went against the Q continuum trying to start a war between The Federation, Romulans, Cardassians, Klingons and the Breen. This event was wiped from all minds and they banished Dushku.

### Likes

* Pizza’s not too bad.
* Selfish people who do the wrong things. They’re fun.
* Playing Devil's advocate.
* Pressing buttons.

### Dislikes

* Having to work out because Pizza is unhealthy.
* Everything else.

### Ambitions

* Get back to being a Q. Wants to be a God again.

### Morals

Does it suit Dushku? No? Then they're not doing it.

## History

They got into Starfleet by blagging it and didn’t really take things too seriously. Originally they were smuggling and causing absolute chaos in the Galaxy, then Starfleet got hold of them. Consider Chaotic Neutral. A correctional facility here and there, and then moved into Starfleet as pennance. Part of an engineering team.
Beastiary

**Special Rules**: *Echolocation, Sensitive Ears, Plague Vector*

**Pack Size**: 1-6

**Provocations**: Invading Territory, Mating Season, Diseases

**Collectables**: Batsilk

**Special Rules**: *Echolocation, Beastial Instinct, Pack Unity, Sensitive Ears*

**Pack Size**: 2-6

**Provocations**: Making Loud Noises, Percieved as prey

**Collectables**: Chiroptian Claws, Batsilk

### Nighthaunter

 Dodge
 Stealth
 Damage
 Perception

**Special Rules**: *Echolocation, Voice Imitation, Stunning Scream, Beastial Intelligence, Sensitive Ears*

**Provocations**: Making Loud Noises, Percieved as Prey, Invading Territory

**Collectables**: Nighthaunter Fangs, Batsilk
Armor and Clothing (ANB)

## Clothing

### Apparel

The Clothing below provides additional dice to Apperance or makes you appear like a specific class of people

Apparel
 Traders Clothing
 Ornate Clothing
 Expensive Clothing
 + Hidden Compartments

### Protective Clothing

The following clothes grant you resistances against specific Weather Conditions

Protective Clothing
 Gastric Leather
 Oil Coat
 Thick Mantle
 Reenforced Mantle
 Lead Plating

### Camouflage

The following Clothes provide additional automatic successes on Sneaking, Hiding and Ambushing

Camouflage
 Black Cloak
 Mud Cloak
 Desert Cloak
 Green Cloak
 Pale Cloak

## Armor

### Precursor Armor

The Armor Pieces below can be placed on any bodypart

Gauntles and Greaves
 Shadowplates

## References

* **Gambeson-** A piece of this armor will ignore the first wound caused to it by *Cutting, Blunt* or *Piercing Damage*; and ceases to function afterwards
* **Visor-** A helmet with a Visor significantly restricts vision, making it impossible to use ranged weapons or gain Advantage based on vision/reflexes. (Optional: This can be negates by opening the Visor, allowing enemies to attack the head as though their weapon had the *Precise* special rule)
* **Precursor Armor-** This Armor has the *Impenetrable* special rule. It can ignore the first wound caused by a Precursor Weapon, but ceases to function afterwards
* **Impenetrable-** Armor with this special rule can not be bypassed by *Armor Sundering*
Personnel File Template

## Affiliation

### Affiliation

Past Affiliation (Former)
 Starfleet Command

## Personal Status

### Relative(s)

Personnel Files (Spawn)
 Unknown (Younger Sister)

## OOC Infomation

### Roleplayer

Unknown#\*\*\*\*

Overview here

## Starfleet Courses

### Core Courses

* ADMIN101: Star Fleet Operations
* ADMIN110: Chain of Command and General Protocol
* DIPL101: General
* ENG221: LCARS Programming 1
* ENG231: Computer Memory and Personnel Interfaces
* ENG232: Replicators, Transporters, and Holodecks
* ENG233: Sensors, Communications, and Helm Systems
* HIST101: Birth of the Federation
* LANG101: Federation Standard
* LANG110: Major Species (Elementary) - Cadet's Choice
* LAW101: Federation, General
* MATH101: Concepts
* MED101: First Aid and Field Medicine
* PHYS101: Concepts
* PILOT101: Runabouts and Shuttles
* SURV101: Starship Emergencies
* SURV110: Environmental Suits and Zero-G Training
* TAC101: Combat, Unarmed
* TAC110: Combat, Small Weapons
* BIO101: Concepts
* XEN101: General
Character Creation (Daze)

## Attributes

1. You may spend a total of 15 points on your 6 Attributes. Note that none may be increaed above 5.
2. Your **Initiative** equals Dexterity + Intellect + 3; but is atleast 5.
3. Your **Toughness** equals Strength + Willpower; but is atleast 3.
4. Your **Speed** equals Dexterity + Strength + 5.
5. Your **Impression** equals Charisma + Appereance.

## Skills

1. Next you may spend of the combined points of **Strength** and **Dexterity** on *Athletics, Combat* and *Stealth*; the combined points of **Charisma** and **Appereance** on *Leadership, Persuasion* and *Deception*; and the combined points of **Willpower** and **Intellect** on *Perception, Crafting* and *Knowledge*.
2. For every skill with alteast a +1 you may choose a single Subskill.
3. After allocating all points you may choose 5 Subskills to freely allocate across any Skill above 0.

#### Listed below are the Subskills for each respective Skill:

* ***Athletics**:* Acrobatics, Body Controll, Climbing, Swimming, Sprinting
* ***Combat**:* Brawl, Blades, Blunt Weapons, Bows, Firearms
* ***Stealth**:* Coverups, Disguise, Lockpicking, Sleight of Hand, Sneaking

* ***Leadership:*** Coordination, Confidence, Interrogation, Inspiration, Intimidation
* ***Persuasion**:* Ettiquette, Haggeling, Rethorics, Negotiation, Seduction
* ***Deception**:* Bluffing, Bribery, Coercion, White Lies, Impersonation

* ***Perception**:* Precaution, Driving, Investigation, Insight, Instincts
* ***Crafting***: Engineering, Explosives, Hacking, Forgery, Smithing
* ***Knowledge***: Academic, Science, Criminology, Finance, Law, Linguisitics, Medicine, Occult, Psychology, Streetwise, Technology
Road of Pestilence

## Overview

* **Pestilence-** Make targets rot alive, reducing them to mere biomatter
* **Life-Eaters Curse-** Heal through causing damage
* **Vivid Transformation-** Transform something into a living swarm
* **Contagious Hex**- Curse targets with a crippling plague
* **Horrid Visitation-** Induce a thought that will weaken a conviction

## Evocations

* **Pestilence**
	+ ***Description**:* *Allows the Ghula to project a pestilent fume that corrupts flesh and bone of anyone touched by it, rotting and transforming them into a mucous mass of pure lifeforce.*
	+ ***Casting Time:*** 1 Round
	+ ***Effect**:* After a successful Evocation Roll and preperation the Evocator may breate out a toxic fume that will linger on in the surrounding air. Anyone breathing it in will suffer *Lethal Damage* equal to their Endurance Rating. The Pestilance will persist for up to 10 minutes or until a single victim took damage from it.
	+ ***Level Bonus***: Double the duration/targets for every level beyond the first
	+ *Example:* The Evocator is planning to lead a SWAT team into a trap. They can not face them head on, so they cast 3th level Pestilence to fill a narrow corridor with toxic fumes. Soon after they arrive, walking right into the corridor, breating in the Pestilence. The fumes are just enough to cause 3 points of Lethal Damage (their Endurance Rating) to all 4 of them, taking more than half of their Healthpoints at once.

* **Vivid Transformation**
	+ ***Description**:* *Allows the Ghula to transform a type of material into a teeming swarm of life. They can use this to create any kind of life, but most of them choose vermin, swarms of flies or exotic and entirely alien lifeforms. These creatures are free to roam and move, but it is not uncommon for them to follow the Ghulas suggestions.*
	+ ***Effect**:* The Ghula may choose a [type of material] they are able to sense and make a successful Evocation Roll. Should they target a living being they must make a contested Willpower + Occult Roll. Depending on the amount of successes they can rot away more of the material, turning it into a swarm of crawling life.
	+ ***Level Bonus***: An Additional [type of material] for every level beyond the first
	+ *Example:* The Evocator is faced with a heavy door that blocks their passage, so they choose to cast Vivid Transformation. Since they have chosen wood as a [material], from which the door is made, they are able to cast this. They transform a large enough part of the door into shimmering insects to fit themselves through.
Culture Boni (ANB)

## Great Cities

When choosing a Culture Background from one of the Great Cities, apply a city specifc effect and combine it with a Caste effect:

### Admin Caste

* No Attribute Limit on Appereance and Confidence
* Gain one of the following Skills: ...
* May choose Sorcerous Skills on as Miscellaneous Skills

### Assassin Caste

* No Attribute Limit on Agility and Reflexes
* **Sur:** Ettiquette (Sur), Foraging (Desert), Poisoning
* **Morrah:** Ettiquette (Morrah), Foraging (Jungle), Assume Identity
* **Standartopolis:** Ettiquette (Standartopolis), Foraging (Steppe), Climbing
* **Southcity:** Ettiquette (Southcity), Foraging (Marshes), Sneaking

### Warrior Caste

* No Attribute Limit on Strength and Willpower
* **Sur:** Ettiquette (Sur), Foraging (Desert), Acrobatics
* **Morrah:** Ettiquette (Morrah), Foraging (Jungle), Camouflage
* **Standartopolis:** Ettiquette (Standartopolis), Foraging (Steppe), Riding
* **Southcity:** Ettiquette (Southcity), Foraging (Marshes), Bows

### Ranger Caste

* No Attribute Limit on Stamina and Perception
* **Sur:** Ettiquette (Sur), Foraging (Desert), Water Purification
* **Morrah:** Ettiquette (Morrah), Foraging (Jungle), Contortion
* **Standartopolis:** Ettiquette (Standartopolis), Foraging (Steppe), Folklore
* **Southcity:** Ettiquette (Southcity), Foraging (Marshes), Animal Taming

### Worker Caste

* May increase a single Craft Skill up tp 4 (?)
* **Sur:** Ettiquette (Sur), Foraging (Desert), Smithing
* **Morrah:** Ettiquette (Morrah), Foraging (Jungle), Dancing
* **Standartopolis:** Ettiquette (Standartopolis), Foraging (Steppe), Construction
* **Southcity:** Ettiquette (Southcity), Foraging (Marshes), Skinning

### Slave

* Ettiquette (Slave), Pain Tolerance, Fencing
* Gain either the: *Property* (Slave) or *Criminal* (Fleeing Slave) Trait

## Orders

### Order of Flesh

* Ettiquette (Order of Flesh), Proliferation, Medical Analysis
* May choose Corpus Sorcery as their Main Skillpath or gain Skills from it under Miscellaneous

### Order of the Curse

* Ettiquette (Order ""), Resistance (Curse), Treat Curses

### Order of the Peak

* Ettiquette (Order ""), Meterology, Connect to Modules

## Forsaken

* Can learn Sorcerous Skillpaths and choose Sorcery as Misc Skills
* Can start the game with a Forsaken Weapon, Clothing or Equipment
* Foraging (Wasteland), Ettiquette (Forsaken), Forsaken Craft
* May gain a single positive and negative Skever Mutation as Traits
Summoner Lineages (Hellfire)

## Europe

* **Borgia**- Since the Spanish Civil War the Borgia have claimed the north-western half of the Iberian Peninsula. They are renowned for their authoritarianism and domineering nature. The Borgia are to this day engaged in active war with anarchist spain, and have absorbed full controll over their goverment. They treat their civilians as careless as their servants, and have gained a fierce reputation among their noble cousins.
* **Pendragon-** As one of the oldest noble families the Pendragon have ruled over the british ilses since the early middle ages. They have notably shaped the image of the modern monarch, massivly expanding europes power in the victorian age. As Britain lost most of its colonies and the empire begin to liberalise, the Pendragon, formerly known as House Windsor, took on their new name to tie themselves to their mythic history. Despite their political influence they have gained alot of wealth through their ownership of the Manchester Corporate Complex.
* **Valerian Dynasty-** After (the World War) ended, the (...) emerged, modelling themselves after the ancient byzanztine traditions. They rule over modern day greece and large parts of the balkan. While they successfully managed to tie themselves to their ancient legacy, their nation is among the poorest in europe and barely recognised by the other Summoner Nobility.
* **Grimaldi-** Ruling over the citystate of Monacco; a resort for the wealthiest people on earth, the Grimaldi are among the richest lineages in europe. While they have little direct power and an increadibly small population, the Grimaldi are the best networkers of all Summoners. They do this through upholding a complex network of arranged marriages, hosting international gathering and supervising the assets and estates of other noble Houses.

## Asia

* **Volkhov-** While most russian Koldun remain and always have been politically disenfranchised, during the february revolution the Romanov offered the Volkhov lineagen power and influence if they would aid their powers against the revolutionaries. The Volkhov quickly accepted and it was thanks to their help that the Tsar could remain in power. In modern russia they are priviliged oligarchs and high-ranking goverment officials, putting their Conjurer-powers into the service of the Romanov.
* **Devi(?)-** After the World War ended a group of indian royals lead a revolutionairy movement against the British Raj. After a short but bloody war they defeated the crowns forces and ended british occupation. Afterwards the leader of this revolution established a new dynasty of summoners known as the Devi. Tying themselves back to their cultural roots and ancient indian summoning techniques, they have risen to power alongside the technological boom of their country.
The Shattered Worlds Wiki

**Welcome to the The Shattered Worlds Wiki!**This wiki covers the extenden Universe of Shattered Worlds, a Pen-and-Paper Project encompassing several Urban Fantasy Worlds:

* **Realms of Rebirth**: Experience the Afflicted, Undead hiding in the shadows of mortal soceity
* **Hellfire**: Experience the Neverborn, demonic creatures under the yoke of powerful Summoners
* **Witchcraft**: Experience Witches and Warlocks, mortal sorcerers invovled in the supernatural
* **Apocalypse: New Babylon:**
Hollow Rules (ANB)

## Modifications

Every Hollow can gain several Modifications to their various bodyparts, however with the exeption of misc Modules each bodypart can only be modified once.

### Head Modifications

* **Life Detector-** Detect Body Heat
* **Electrostatic Detector**- Detect flow or presence of energy
* **Farsight Module-** Extend your view to up to a kilometer in range
* **Directional Listening-** Greatly improved hearing which can function over great distances
* **Voice Emulator-** Copy anothers voice and speaking patterns

### Plating Modifications

* **Human Mask-** You are visually indistinguishable from a human, down to muscle-tissue and false blood
* **Combat Plating-** Gain a Resistance against *Cutting* Damage on all body parts
* **Death-Wiring-** Cause Shock Damage to anyone touching you when activated, possibly stunning or killing them. Quickly drains energy
* **Stealth Plating-** Turn yourself invisble when viewed from distance
* **Shadow Coating-** Make yourself undetectable by sensors, scanners and tracking devices

### Core Modifications

* **Selfdestruct Module-** Destroy yourself in a spectacular explosion
* **Smoke Form-** Launch a smoke explosion that covers up the area around you, obstructing vision and Infrared Sensors
* **Artificial Stomach-** Eat and digest food and drinks (to no benefit of your own)
* **Cursed Core-** Expose your core, causing heavy radiation around you but exposing your most vital parts

### Arms Modifications

* **Implanted Weapon-** Choose a weapon to have implanted in your body
* **Wingsuit-** Glide across considerable distances when jumping off heights or propelled by the wind.

### Legs Modifications

* **Electroadhesive Plating-** Quickly scale and move on flat walls and ceilings
* **Enhanced Legwork-** Double your speed when activated. Quickly drains energy.
* **Jumping Module-** Tripple your jumping range in any direction.

### Misc

* **Human Odor-** Produce human odor and sweat under increased movement
* **Implanted Lightsource-** Project light of any intensity and color in a chosen direction
* **Implanted Speakersystem-** Produce any type of tone or music at a chosen volume
* **Recording Device-** Record and replay any sound
* **Spectral Voice-** Communicate with other Hollows through a direct connection rather than words
* **Reassembly Module-** Dis- and reassemble any part of your body. This is not possible with damaged parts
* **Analysator-** Analyse probes for even the smallest traces of substances and their effects
Yun Zong Sect

* 1
* 2

## Overview

It was created by Taoist Yunxu. It has been a thousand years since the establishment of the school, and now it ranks with Tianlanling, Chenxiaomen, and Hengyue Palace as the four schools of Zhonghuang Shangxuan. Under Yunzong's sect, because Daoist Yunxu, the founder of the school, was known as the Sword God, most of his disciples were swordsmen. In addition, the great formation for protecting the mountain is also extremely powerful. According to rumors, this formation is the most powerful of the four sects of the Xuanxuan.

## Other Sect

* Tianlan Ling
* Moon Palace
* Chen Xiao Men

## Peaks

* Main Peak
* Ling Yun Peak
Body Forging

## **Introduction**

**Body Forging** is the **First Realm** in the path of cultivation and also the **First Realm** of the The **Four Realms of Acquired Heaven**

**Body Forging Realm** has three stages : **Muscle Polishing Stage**; **Bone Forging Stage**; **Tendon Renwing Stage.**

## List of Body Forging

The following is a list of cultivators in the realm of Body Forging.

* Chang Hao
* Yu Lao
* Shi Laosan